makeArtillery()
{
self endon("disconnect");
self endon("cancel_location");
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
self thread maps\mp\gametypes\_rank::scorePopup( self.artilleryXP, 0, level.pops, 0 );
HeavyArtillery = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
self endLocationSelection();
self.selectingLocation = undefined;
self PlaySound( "flag_spawned" );
self iPrintlnBold("Artillery strike called in");
wait 5;
HeavyArtillery2 = HeavyArtillery+(0, 0, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 2;
HeavyArtillery2 = HeavyArtillery+(100, 70, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1.5;
HeavyArtillery2 = HeavyArtillery+(90, 80, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(-70, -30, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(-100, -100, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(-150, -60, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(100, 0, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(160, 10, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(-300, -140, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(300, -100, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(180, 90, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(-200, -70, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(100, -60, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(300, -60, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(150, 60, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(200, -50, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(300, -140, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(300, -100, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(400, 150, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(100, 350, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(0, 350, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(0, 0, 8000);
MagicBullet( "ac130_105mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
}
makeArtillery()
{
self endon("disconnect");
self endon("cancel_location");
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
self thread maps\mp\gametypes\_rank::scorePopup( self.artilleryXP, 0, level.pops, 0 );
HeavyArtillery = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
self endLocationSelection();
self.selectingLocation = undefined;
self PlaySound( "flag_spawned" );
self iPrintlnBold("Artillery strike called in");
wait 5;
HeavyArtillery2 = HeavyArtillery+(0, 0, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 2;
HeavyArtillery2 = HeavyArtillery+(100, 70, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1.5;
HeavyArtillery2 = HeavyArtillery+(90, 80, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(-70, -30, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(-100, -100, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(-150, -60, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(100, 0, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(160, 10, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(-300, -140, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(300, -100, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(180, 90, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(-200, -70, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(100, -60, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(300, -60, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(150, 60, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(200, -50, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(300, -140, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(300, -100, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(400, 150, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(100, 350, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(0, 350, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(0, 0, 8000);
MagicBullet( "ac130_105mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
}

Copyright © 2026, NextGenUpdate.
All Rights Reserved.