Post: [CODE] --Explosive field-- [EPIC]
02-26-2011, 08:33 PM #1
xQuZe-
You talkin to me?
(adsbygoogle = window.adsbygoogle || []).push({});
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!");
}
(adsbygoogle = window.adsbygoogle || []).push({});

The following 7 users say thank you to xQuZe- for this useful post:

ᅟᅟᅟᅟᅟᅟᅟᅟᅟᅟᅟᅟ, Brian235026, Demmonnixx, drive4567, Ju1cy, PussayPatrol, XKevin356
03-08-2011, 03:07 PM #29
xQuZe-
You talkin to me?
Originally posted by RusterG View Post
haha nice one :P

---------- Post added at 02:25 PM ---------- Previous post was at 01:46 PM ----------



i just made a ray gun Happy it looks pretty sexy, just fixng a Bug in it Happy


Nice mate ;O
03-08-2011, 03:12 PM #30
RusterG
The one and Only
Originally posted by xQuZe
Nice mate ;O


i'll upload a vid soon, there's no point in releasing it tho because 1.12 update is out Happy

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo