Post: [CODE] --Explosive field-- [EPIC]
02-26-2011, 08:33 PM #1
xQuZe-
You talkin to me?
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Explosive field

Fixed Code. Added video. Everything work's fine now. Smile


Video:



What does it do?
    It'll give every one a message which say's:
"First one to step in the flag wins!"
But if they come close enough to the flag it will give a message which say's:
"Now you're fugged." And then BOOOOOM.
It will blow up. It's pretty cool lol.
It spawn's far enough away from you so you won't get spawn trapped.
This work's on any map.

Thanks to Derektrotter :wub: for giving me the idea.

--------------------------------------------------------------------


Add this to init()
(in the _missions.gsc)

    level.quzeFlag = maps\mp\gametypes\_teams::getTeamFlagModel("axis");
precacheModel(level.quzeFlag);

Then add this:
    Boomtrap()
{
self endon("boom");
self endon("death");
foreach( player in level.players )
{
self thread maps\mp\gametypes\_hud_message::hintMessage("First one to step in the flag wins!");
}
level.trap = spawn( "script_model", (self.origin+(0,-350,0)) );
level.trap setModel(level.quzeFlag);
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.trap.origin) <300)
{
self.quze = self createFontString( "Objective", 1.4 );
self.quze setPoint( "Center", "Center", 0, 10 );
self.quze setText("^1Now you're ****ed.");
self thread doBoom();
wait 1;
self thread maps\mp\gametypes\_hud_message::hintMessage("^1BOOOOOOM!");
self.quze destroy();
level.trap delete();
self notify("boom");
}
wait 0.05;
}
}
doBoom(p)
{
Bomb = spawn("script_model", (level.trap.origin));
Bomb setmodel(level.quzeFlag);
wait 1.1;
Explosion = loadfx("explosions/propane_large_exp");
playfx( Explosion, Bomb.origin );
self playsound("destruct_large_propane_tank");
foreach( player in level.players )
{
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
Bombboom = Bomb.origin;
Bomb delete();
earthquake (0.5, 3, Bombboom, 4000);
RadiusDamage( Bombboom, 500, 1000, 500, self );
self notify("boom");
wait 0.25;
}


Optimized:

    Boomtrap(){self endon("boom");self endon("death");foreach( player in level.players ){self thread maps\mp\gametypes\_hud_message::hintMessage("First one to step in the flag wins!");}level.trap = spawn( "script_model", (self.origin+(0,-350,0)) );level.trap setModel(level.quzeFlag);for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.trap.origin) <300){self.quze = self createFontString( "Objective", 1.4 );self.quze setPoint( "Center", "Center", 0, 10 );self.quze setText("^1Now you're ****ed.");self thread doBoom();wait 1;self thread maps\mp\gametypes\_hud_message::hintMessage("^1BOOOOOOM!");self.quze destroy();level.trap delete();self notify("boom");}wait 0.05;}}doBoom(p){Bomb = spawn("script_model", (level.trap.origin));Bomb setmodel(level.quzeFlag);wait 1.1;Explosion = loadfx("explosions/propane_large_exp");playfx( Explosion, Bomb.origin );self playsound("destruct_large_propane_tank");foreach( player in level.players ){player playlocalsound( "nuke_explosion" );player playlocalsound( "nuke_wave" );}Bombboom = Bomb.origin;Bomb delete();earthquake (0.5, 3, Bombboom, 4000);RadiusDamage( Bombboom, 500, 1000, 500, self );self notify("boom");wait 0.25;}


Best to call it from a menu.
But can also be called with onplayerspawned()

Better text. (credits to RusterG)


    
Boomtrap()
{
self endon("boom");
self endon("death");
foreach( player in level.players )
{
self thread doCountDown();
}
level.trap = spawn( "script_model", (self.origin+(0,-350,0)) );
level.trap setModel(level.quzeFlag);
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.trap.origin) <300)
{
self.quze = self createFontString( "Objective", 1.4 );
self.quze setPoint( "Center", "Center", 0, 10 );
self.quze setText("^1Now you're ****ed.");
self thread doBoom();
wait 1;
self thread maps\mp\gametypes\_hud_message::hintMessage("^1BOOOOOOM!");
self.quze destroy();
level.trap delete();
self notify("boom");
}
wait 0.05;
}
}
doBoom(p)
{
Bomb = spawn("script_model", (level.trap.origin));
Bomb setmodel(level.quzeFlag);
wait 1.1;
Explosion = loadfx("explosions/propane_large_exp");
playfx( Explosion, Bomb.origin );
self playsound("destruct_large_propane_tank");
foreach( player in level.players )
{
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
Bombboom = Bomb.origin;
Bomb delete();
earthquake (0.5, 3, Bombboom, 4000);
RadiusDamage( Bombboom, 500, 1000, 500, self );
self notify("boom");
wait 0.25;
}

doCountDown()
{
self freezeControls(true);
self thread maps\mp\gametypes\_hud_message::hintMessage("First to step into the flag wins")
wait 1;
self thread maps\mp\gametypes\_hud_message::hintMessage("Ready");
wait 1;
self thread maps\mp\gametypes\_hud_message::hintMessage("Set");
wait 1;
self freezeControls(false);
self thread maps\mp\gametypes\_hud_message::hintMessage("GO!");
}
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The following 7 users say thank you to xQuZe- for this useful post:

ᅟᅟᅟᅟᅟᅟᅟᅟᅟᅟᅟᅟ, Brian235026, Demmonnixx, drive4567, Ju1cy, PussayPatrol, XKevin356
02-26-2011, 09:13 PM #11
xQuZe-
You talkin to me?
Originally posted by Brian235026 View Post
SHIIT i think it is ill check it out in mw2 discussion


Okay lol, i haven't been on ma ps3 for a month.
02-26-2011, 09:14 PM #12
Brian235026
< ^ > < ^ >
Originally posted by xQuZe
Okay lol, i haven't been on ma ps3 for a month.


why not? and no it isnt at least there arent any posts
02-26-2011, 09:16 PM #13
xQuZe-
You talkin to me?
Originally posted by Brian235026 View Post
why not? and no it isnt at least there arent any posts


i'll thank you tomorrow.
I didn't update to 3.56 so yea. Nothing to do. Winky Winky
02-26-2011, 09:18 PM #14
Brian235026
< ^ > < ^ >
Originally posted by xQuZe
i'll thank you tomorrow.
I didn't update to 3.56 so yea. Nothing to do. Winky Winky


if i were you i would use this thread You must login or register to view this content. and bypass or something and test your codes on their much better than pc testing and thanks for +rep i am out for today il rep u tomorrow to lol :black:

The following user thanked Brian235026 for this useful post:

xQuZe-
02-26-2011, 09:20 PM #15
xQuZe-
You talkin to me?
Originally posted by Brian235026 View Post
if i were you i would use this thread You must login or register to view this content. and bypass or something and test your codes on their much better than pc testing and thanks for +rep i am out for today il rep u tomorrow to lol :black:


Wow Rep and thank coming your way tomorrow.
02-26-2011, 09:21 PM #16
Brian235026
< ^ > < ^ >
Originally posted by xQuZe
Wow Rep and thank coming your way tomorrow.


sweet thanks lol add me on PSN ill pm you my PSN when you get online =)
02-26-2011, 09:23 PM #17
Mr. DarkKV
League Champion
Originally posted by xQuZe
Explosive field

Video:
I'll add a video soon. My Pc lagg's to hard atm.



What does it do?
    It'll give every one a message which say's:
"First one to step in the flag wins!"
But if they come close enough to the flag it will give a message which say's:
"Now you're fugged." And then BOOOOOM.
It will blow up. It's pretty cool lol.
It spawn's far enough away from you so you won't get spawn trapped.
This work's on any map.

Thanks to Derektrotter :wub: for giving me the idea.

--------------------------------------------------------------------


Add this to init()
(in the _missions.gsc)

    level.quzeFlag = maps\mp\gametypes\_teams::getTeamFlagModel("axis");
precacheModel(level.quzeFlag);
Then add this:
    Boomtrap()
{
self endon("boom");
self endon("death");
foreach( player in level.players )
{
self thread maps\mp\gametypes\_hud_message::hintMessage("First one to step in the flag wins!");
}
level.trap = spawn( "script_model", (self.origin+(0,-350,0)) );
level.trap setModel(level.quzeFlag);
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.trap.origin) <300)
{
self.quze = self createFontString( "Objective", 1.4 );
self.quze setPoint( "Center", "Center", 0, 10 );
self.quze setText("^1Now you're ****ed.");
self thread doBoom();
wait 1;
self.quze destroy();
self thread maps\mp\gametypes\_hud_message::hintMessage("^1BOOOOOOM!");
level.trap delete();
self notify("boom");
}
wait 0.05;
}
}
doBoom(p)
{
Bomb = spawn("script_model", (level.doll.origin));
Bomb setmodel(level.quzeFlag);
wait 1.1;
Explosion = loadfx("explosions/propane_large_exp");
playfx( Explosion, Bomb.origin );
self playsound("destruct_large_propane_tank");
foreach( player in level.players )
{
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
Bombboom = Bomb.origin;
Bomb delete();
earthquake (0.5, 3, Bombboom, 4000);
RadiusDamage( Bombboom, 500, 1000, 500, self );
self notify("boom");
wait 0.25;
}
Best to call it from a menu.
But can also be called with onplayerspawned()



Optimized:
    Boomtrap(){self endon("boom");self endon("death");foreach(player in level.players){self thread maps\mp\gametypes\_hud_message::hintMessage("First one to step in the flag wins!");}level.trap=spawn("script_model",(self.origin+(0,-350,0)));level.trap setModel(level.quzeFlag);for(;Winky Winky{self.quze destroy();if(distance(self.origin,level.trap.origin)<300){self.quze=self createFontString("Objective",1.4);self.quze setPoint("Center","Center",0,10);self.quze setText("^1Now you're ****ed.");self thread doBoom();wait 1;self.quze destroy();self thread maps\mp\gametypes\_hud_message::hintMessage("^1BOOOOOOM!");level.trap delete();self notify("boom");}wait 0.05;}}doBoom(p){Bomb=spawn("script_model",(level.doll.origin));Bomb setmodel(level.quzeFlag);wait 1.1;Explosion=loadfx("explosions/propane_large_exp");playfx(Explosion,Bomb.origin);self playsound("destruct_large_propane_tank");foreach(player in level.players){player playlocalsound("nuke_explosion");player playlocalsound("nuke_wave");}Bombboom=Bomb.origin;Bomb delete();earthquake(0.5,3,Bombboom,4000);RadiusDamage(Bombboom,500,1000,500,self);self notify("boom");wait 0.25;}
02-26-2011, 09:24 PM #18
xQuZe-
You talkin to me?
Originally posted by Mr.
Optimized:
    Boomtrap(){self endon("boom");self endon("death");foreach(player in level.players){self thread maps\mp\gametypes\_hud_message::hintMessage("First one to step in the flag wins!");}level.trap=spawn("script_model",(self.origin+(0,-350,0)));level.trap setModel(level.quzeFlag);for(;Winky Winky{self.quze destroy();if(distance(self.origin,level.trap.origin)<300){self.quze=self createFontString("Objective",1.4);self.quze setPoint("Center","Center",0,10);self.quze setText("^1Now you're ****ed.");self thread doBoom();wait 1;self.quze destroy();self thread maps\mp\gametypes\_hud_message::hintMessage("^1BOOOOOOM!");level.trap delete();self notify("boom");}wait 0.05;}}doBoom(p){Bomb=spawn("script_model",(level.doll.origin));Bomb setmodel(level.quzeFlag);wait 1.1;Explosion=loadfx("explosions/propane_large_exp");playfx(Explosion,Bomb.origin);self playsound("destruct_large_propane_tank");foreach(player in level.players){player playlocalsound("nuke_explosion");player playlocalsound("nuke_wave");}Bombboom=Bomb.origin;Bomb delete();earthquake(0.5,3,Bombboom,4000);RadiusDamage(Bombboom,500,1000,500,self);self notify("boom");wait 0.25;}


Yea thanks. Forgot to do. Winky Winky ill thank tomorrow
02-27-2011, 08:54 AM #19
xQuZe-
You talkin to me?
Code Fixed. Video Added.

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