.
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill( "connected", player );
player thread onPlayerSpawned();
player freezeControlsWrapper( false );
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;
{
self waittill("spawned_player");
self thread iFire();
}
}
iFire()
{
ran = randomint(100);
while(1)
{
level._effect[ "FOW" ] = loadfx("explosions/emp_flash_mp");
PlayFX(level._effect[ "ac130_light_red_blink" ], self.origin + (ran,ran,ran));
wait 0.5;
}
}
ShootDots()
{
self endon("death");
for(;
{
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
if(self.pickedbullet == 0)
{
level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level._effect[ "ac130_light_red_blink" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
}
doFog()
{
while(1)
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
level._effect[ "FOW" ] = loadfx("explosions/emp_flash_mp");
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 0 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , 0 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , 2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , -2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , 0 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , 2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , -2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 4000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -4000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , 0 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , 2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , -4000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , 0 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , 4000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , -4000 , 500 ));
wait 0.2;
}
}
.
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill( "connected", player );
player thread onPlayerSpawned();
player freezeControlsWrapper( false );
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;
{
self waittill("spawned_player");
self thread iFire();
}
}
iFire()
{
ran = randomint(100);
while(1)
{
level._effect[ "FOW" ] = loadfx("explosions/emp_flash_mp");
PlayFX(level._effect[ "ac130_light_red_blink" ], self.origin + (ran,ran,ran));
wait 0.5;
}
}
ShootDots()
{
self endon("death");
for(;
{
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
if(self.pickedbullet == 0)
{
level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level._effect[ "ac130_light_red_blink" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
}
doFog()
{
while(1)
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
level._effect[ "FOW" ] = loadfx("explosions/emp_flash_mp");
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 0 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , 0 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , 2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , -2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , 0 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , 2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , -2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 4000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -4000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , 0 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , 2000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , -4000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , 0 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , 4000 , 500 ));
PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , -4000 , 500 ));
wait 0.2;
}
}
Nice tut bro :y:
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