Post: [Code] **Exploding CarePackage (Pro Version !)**
02-01-2011, 02:32 PM #1
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The following 35 users say thank you to x_DaftVader_x for this useful post:

Woof, A_Shifter99, ainajp, Alfa, Amanda, Blackstorm, cadpimp1289, Chrome Playa, CleanMODSHD, Correy, d7w7z, danielsarpa, DEREKTROTTER, dogyplop, DR-Dizzy, Dreamcather, FourzerotwoFAILS, FrozN, Ghost1990, Hx1, iJokaa, jkry_2_1_, kmax102, legitmod, louisthemaster, manster, maxrox, RaverBoy, SALOOTME, Scrumilation, silsil, Skyl1n3, TheJaRniBoi, ViiZiiKz
02-01-2011, 05:20 PM #29
Amanda
Can’t trickshot me!
Just a small bug I observed in split screen (PS3), I havent't tested it online:
If an enemy tries to capture the package the person who sees the progress bar is the host, not the player who captures it...
02-01-2011, 05:24 PM #30
Originally posted by Amanda View Post
Just a small bug I observed in split screen (PS3), I havent't tested it online:
If an enemy tries to capture the package the person who sees the progress bar is the host, not the player who captures it...


That might be because the screen position would be different and i didnt specify it for splitscreen, I'll look into it later ..
02-01-2011, 05:26 PM #31
FrozN
Look up my Patch Edits :P
Originally posted by x View Post
That might be because the screen position would be different and i didnt specify it for splitscreen, I'll look into it later ..


It does the same thing with your 'Pimped Weapon Box'. Winky Winky
And BTW i get bad syntax when using the beautifier. /facepalm
02-01-2011, 05:34 PM #32
Originally posted by FrozN View Post
It does the same thing with your 'Pimped Weapon Box'. Winky Winky
And BTW i get bad syntax when using the beautifier. /facepalm


No one told me that..

Take the status bar out of the for(;; ) each player.. bit and put it in its own thread, and change it to "self". That should fix it..
02-01-2011, 07:00 PM #33
qwerew
Member Of The Pewdiepie Bro Army
Nice post! Thanks!!!
02-01-2011, 07:13 PM #34
Skyl1n3
DO SOMETHING THEN!
Originally posted by x View Post
Ok, BadMan beat me to this with his simple version, but I had been working on this already.

This version does everything a normal airdrop does ie: Splash notifies, calls out to other team, shows on minimap etc..

And well, you can guess the rest Smile

As you can see from the code, it wasn't a five minute job so don't take out the credits!!

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Just put this in your menu:

    
self thread DaftDrop();


Then add all of this:

    
x_DaftVader_x(lb){/*created by x_DaftVader_x*/
self endon("boom");


xDaftVaderx=maps\mp\killstreaks\_airdrop::createAirDropCrate( self, "ammo", "airdrop", lb.origin );
xDaftVaderx.angles = lb.angles;
xDaftVaderx PhysicsLaunchServer((0, 0, 0), anglestoforward(lb.angles) * 1);
self thread endvader(xDaftVaderx);
wait 5;


newPos=xDaftVaderx getorigin();
xDaftVaderx maps\mp\killstreaks\_airdrop::crateSetupForUse( &"MP_AC130_PICKUP","all", maps\mp\killstreaks\_killstreaks::getKillstreakCrateIcon( "ac130" ) );
xDaftVaderx setWaypoint( true, true, false );

wait 1;

for(;Winky Winky {
foreach(x_DaftVader_x in level.players) {


wait 0.01;
Homer=distance(newPos,x_DaftVader_x.origin);wduration = 5.0;
if(Homer<50) {

if(x_DaftVader_x UseButtonPressed())wait 0.1;
if(x_DaftVader_x UseButtonPressed()) {
xDaftVaderx setWaypoint( false, false, false );
RW="";
x_DaftVader_x playerLinkTo(xDaftVaderx );
x_DaftVader_x playerLinkedOffsetEnable();

x_DaftVader_x _disableWeapon();
xDaftVader = createPrimaryProgressBar( 25 );
xDaftVaderText = createPrimaryProgressBarText( 25 );
xDaftVaderText setText( &"MP_CAPTURING_CRATE" );
xDaftVader updateBar( 0, 1 / wduration );

for ( waitedTime = 0; waitedTime < wduration && isAlive( self ) && !level.gameEnded; waitedTime += 0.05 )
wait ( 0.05 );
xDaftVader destroyElem();
xDaftVaderText destroyElem();
level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], xDaftVaderx.origin);
x_DaftVader_x playSound(level.heli_sound[self.team]["crash"]);
RadiusDamage(newPos, 150, 150, 1500, x_DaftVader_x);xDaftVaderx delete();
earthquake(0.3, 1, x_DaftVader_x.origin, 1000);
wait 0.1; }
} else {} } } }
endvader(xDaftVaderx){wait 60;self notify("boom");xDaftVaderx setWaypoint( false, false, false );xDaftVaderx delete();}

DaftDrop() {/*Created By x_DaftVader_x*/
self endon("death");
self endon("disconnect");
streakName="airdrop";
team = self.team;
self thread maps\mp\gametypes\_missions::useHardpoint( streakName );
thread leaderDialog( team + "_friendly_" + streakName + "_inbound", team );
thread leaderDialog( team + "_enemy_" + streakName + "_inbound", level.otherTeam[ team ] );
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, "littlebird_mp","vehicle_little_bird_armed");
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 Vehicle_SetSpeed(1000, 16);
lb setVehGoalPos(self.origin + (351, 0, 800), 1);
wait 5;
self thread x_DaftVader_x(lb);
lb thread lbleve(2);
}

lbleve(T) {
self endon("death");
self endon("helicopter_done");
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause(T);
self thread lbleave();
}
lbleave() {
self notify("leaving");
lN = level.heli_leave_nodes[randomInt(level.heli_leave_nodes.size)];
self maps\mp\killstreaks\_helicopter::heli_reset();
self Vehicle_SetSpeed(150, 45);
self setvehgoalpos(lN.origin, 1);
self waittillmatch("goal");
self notify("death");
wait .05;
self delete();
}






I'll test in a moment to see if it works with _airdrop renamed Smile

---------- Post added at 02:13 PM ---------- Previous post was at 02:04 PM ----------

Originally posted by x View Post
Lolwut


I just tried it and it gave an unknown function? :O
02-01-2011, 07:22 PM #35
Nice code! But I think Mw2 is done with me....

Btw, what does that 'PORN'-function do ? :p
02-01-2011, 08:04 PM #36
Originally posted by TuhoajaFIN View Post
Nice code! But I think Mw2 is done with me....



Yeah, its looking that way. There's just one more thing I want to try and make...
02-01-2011, 08:08 PM #37
!x-MONKEY-BOMB!
League Champion
What :O? Happy

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