Post: [Release] Circling Plane of Death (AMAZING!)
01-30-2012, 05:55 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Everyone made their own vehicle, type of thing, and I though "so should I" and that's just what I did.

Free to use my code... But Credit Me Happy (imma nice guy arn't I? Winky Winky)

What does it do?
* A stealth bomber circles the map like a uav
* it shoots everyone on the map Happy
* after 60 seconds it goes away

map change some stuff up later, but this is sick atm Happy



add this to your menu where you want to spawn it:
    
self thread circlingPlane();


Now the beauty itself Happy

V1 (B2 Bomber, shoots stinger)

    
circlingPlane()
{
Center = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );

level.satanicHispanic = spawn( "script_model", Center );
level.satanicHispanic setModel( "c130_zoomrig" );
level.satanicHispanic.angles = (0,115,0);
level.satanicHispanic hide();

level.satanicHispanic thread rotateSH();
self thread launchSB();
}

rotateSH()
{
for (;Winky Winky
{
self rotateyaw( -360, 30 );
wait ( 30 );
}
}

launchSB()
{
self endon("cpdone");
o = self;
bullet = "javelin_mp"; //bullet to shoot
timeout = 60; //time in seconds plane stays alive
Plane = spawn( "script_model", level.satanicHispanic getTagOrigin( "tag_origin" ) );

Plane setModel( "vehicle_b2_bomber" );

zOffset = randomIntRange( 3000, 5000 );

angle = randomInt( 360 );
radiusOffset = randomInt( 2000 ) + 5000;

xOffset = cos( angle ) * radiusOffset;
yOffset = sin( angle ) * radiusOffset;

angleVector = vectorNormalize( (xOffset,yOffset,zOffset) );
angleVector = vector_multiply( angleVector, randomIntRange( 6000, 7000 ) );

Plane linkTo( level.satanicHispanic, "tag_origin", angleVector, (0,angle - 90,0) );
self thread timeLimit(plane,timeout);
for(;Winky Winky
{

foreach(p in level.players){
if (level.teambased){
if ((p!=o)&&(p.pers["team"]!=self.pers["team"]))
if (isAlive(p)) MagicBullet(bullet,Plane.origin,p.origin,o);;
}else{
if(p!=o)
if (isAlive(p)) MagicBullet(bullet,Plane.origin,p.origin,o);;
}
wait 0.3;
}

}
}

timeLimit(obj,time)
{
wait time;
obj delete();
level notify("cpdone");
}



V2 (ac130 instead of B2 and shoots flares when done) //shorter code Smile

    
circlingPlane()
{
Center = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );

level.satanicHispanic = spawn( "script_model", Center );
level.satanicHispanic setModel( "c130_zoomrig" );
level.satanicHispanic.angles = (0,115,0);
level.satanicHispanic hide();
self thread launchSB();
for(;Winky Winky
{
level.satanicHispanic rotateyaw( -360, 30);
wait ( 30 );
}

}

launchSB()
{
self endon("cpdone");
o = self;
bullet = "ac130_40mm_mp"; //bullet to shoot
timeout = 60; //time in seconds plane stays alive

Plane = spawn( "script_model", level.satanicHispanic getTagOrigin( "tag_origin" ) );

Plane setModel( "vehicle_ac130_low_mp" ); //vehicle_b2_bomber vehicle_ac130_low_mp

zOffset = randomIntRange( 3000, 5000 );

angle = randomInt( 360 );
radiusOffset = randomInt( 2000 ) + 5000;

xOffset = cos( angle ) * radiusOffset;
yOffset = sin( angle ) * radiusOffset;

angleVector = vectorNormalize( (xOffset,yOffset,zOffset) );
angleVector = vector_multiply( angleVector, randomIntRange( 6000, 7000 ) );

Plane linkTo( level.satanicHispanic, "tag_origin", angleVector, (0,angle - 90,0) );
self thread timeLimit(plane,timeout);
for(;Winky Winky
{

foreach(p in level.players){
if (level.teambased){
if ((p!=o)&&(p.pers["team"]!=self.pers["team"]))
if (isAlive(p)) MagicBullet(bullet,Plane.origin,p.origin,o);;
}else{
if(p!=o)
if (isAlive(p)) MagicBullet(bullet,Plane.origin,p.origin,o);;
}
wait 0.3;
}

}
}

timeLimit(obj,time)
{
wait time;
self notify("cpdone");
level._effect[ "cloud" ] = loadfx( "misc/ac130_cloud" );
level._effect[ "ac130_flare" ] = loadfx( "misc/flares_cobra" );
num = 10;
for(i = 0; i < num + 1; i++)
{
playFXOnTag( level._effect[ "ac130_flare" ], obj, "tag_flash_flares" );
wait 1;
if(i >= num)
{
obj delete();
break;
}
}
}


creds:
* me
* IW for angles


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The following 17 users say thank you to Jakes625 for this useful post:

aerosoul94, Baby-panama, Blackstorm, BvB-09r-_-N!c0, zL_j8hnb, KCxFTW, mattyjkilledme, PussayPatrol, Rainbow Gravity, T_m_b07, Uk_ViiPeR, VizKah, xChronicModz, xMrSuperMoDzZ--
01-31-2012, 12:55 PM #20
247Yamato
< ^ > < ^ >
Originally posted by tr0j4n View Post
    vehicle_ch46e


Is this one:

    vehicle_ch46e_static

The following user thanked 247Yamato for this useful post:

xChronicModz
01-31-2012, 01:50 PM #21
PussayPatrol
I'm a neat monster...
Originally posted by SatanicHispanic View Post
Everyone made their own vehicle, type of thing, and I though "so should I" and that's just what I did.

Free to use my code... But Credit Me Happy (imma nice guy arn't I? Winky Winky)

What does it do?
* A stealth bomber circles the map like a uav
* it shoots everyone on the map Happy
* after 60 seconds it goes away

map change some stuff up later, but this is sick atm Happy



add this to your menu where you want to spawn it:
    
self thread circlingPlane();


Now the beauty itself Happy

V1 (B2 Bomber, shoots stinger)

    
circlingPlane()
{
Center = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );

level.satanicHispanic = spawn( "script_model", Center );
level.satanicHispanic setModel( "c130_zoomrig" );
level.satanicHispanic.angles = (0,115,0);
level.satanicHispanic hide();

level.satanicHispanic thread rotateSH();
self thread launchSB();
}

rotateSH()
{
for (;Winky Winky
{
self rotateyaw( -360, 30 );
wait ( 30 );
}
}

launchSB()
{
self endon("cpdone");
o = self;
bullet = "javelin_mp"; //bullet to shoot
timeout = 60; //time in seconds plane stays alive
Plane = spawn( "script_model", level.satanicHispanic getTagOrigin( "tag_origin" ) );

Plane setModel( "vehicle_b2_bomber" );

zOffset = randomIntRange( 3000, 5000 );

angle = randomInt( 360 );
radiusOffset = randomInt( 2000 ) + 5000;

xOffset = cos( angle ) * radiusOffset;
yOffset = sin( angle ) * radiusOffset;

angleVector = vectorNormalize( (xOffset,yOffset,zOffset) );
angleVector = vector_multiply( angleVector, randomIntRange( 6000, 7000 ) );

Plane linkTo( level.satanicHispanic, "tag_origin", angleVector, (0,angle - 90,0) );
self thread timeLimit(plane,timeout);
for(;Winky Winky
{

foreach(p in level.players){
if (level.teambased){
if ((p!=o)&&(p.pers["team"]!=self.pers["team"]))
if (isAlive(p)) MagicBullet(bullet,Plane.origin,p.origin,o);;
}else{
if(p!=o)
if (isAlive(p)) MagicBullet(bullet,Plane.origin,p.origin,o);;
}
wait 0.3;
}

}
}

timeLimit(obj,time)
{
wait time;
obj delete();
level notify("cpdone");
}



V2 (ac130 instead of B2 and shoots flares when done)

    
circlingPlane()
{
Center = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );

level.satanicHispanic = spawn( "script_model", Center );
level.satanicHispanic setModel( "c130_zoomrig" );
level.satanicHispanic.angles = (0,115,0);
level.satanicHispanic hide();

level.satanicHispanic thread rotateSH();
self thread launchSB();

}

rotateSH()
{
for (;Winky Winky
{
self rotateyaw( -360, 30 );
wait ( 30 );
}
}

launchSB()
{
self endon("cpdone");
o = self;
bullet = "ac130_40mm_mp"; //bullet to shoot
timeout = 60; //time in seconds plane stays alive

Plane = spawn( "script_model", level.satanicHispanic getTagOrigin( "tag_origin" ) );

Plane setModel( "vehicle_ac130_low_mp" ); //vehicle_b2_bomber vehicle_ac130_low_mp

zOffset = randomIntRange( 3000, 5000 );

angle = randomInt( 360 );
radiusOffset = randomInt( 2000 ) + 5000;

xOffset = cos( angle ) * radiusOffset;
yOffset = sin( angle ) * radiusOffset;

angleVector = vectorNormalize( (xOffset,yOffset,zOffset) );
angleVector = vector_multiply( angleVector, randomIntRange( 6000, 7000 ) );

Plane linkTo( level.satanicHispanic, "tag_origin", angleVector, (0,angle - 90,0) );
self thread timeLimit(plane,timeout);
for(;Winky Winky
{

foreach(p in level.players){
if (level.teambased){
if ((p!=o)&&(p.pers["team"]!=self.pers["team"]))
if (isAlive(p)) MagicBullet(bullet,Plane.origin,p.origin,o);;
}else{
if(p!=o)
if (isAlive(p)) MagicBullet(bullet,Plane.origin,p.origin,o);;
}
wait 0.3;
}

}
}

timeLimit(obj,time)
{
wait time;
level notify("cpdone");
level._effect[ "cloud" ] = loadfx( "misc/ac130_cloud" );
level._effect[ "ac130_flare" ] = loadfx( "misc/flares_cobra" );
playFXOnTag( level._effect[ "ac130_flare" ], obj, "tag_flash_flares" );
wait 1;
playFXOnTag( level._effect[ "ac130_flare" ], obj, "tag_flash_flares" );
wait 1;
playFXOnTag( level._effect[ "ac130_flare" ], obj, "tag_flash_flares" );
wait 1;
playFXOnTag( level._effect[ "ac130_flare" ], obj, "tag_flash_flares" );
wait 1;
playFXOnTag( level._effect[ "ac130_flare" ], obj, "tag_flash_flares" );
wait 1;
playFXOnTag( level._effect[ "ac130_flare" ], obj, "tag_flash_flares" );
wait 1;
playFXOnTag( level._effect[ "ac130_flare" ], obj, "tag_flash_flares" );
wait 1;
playFXOnTag( level._effect[ "ac130_flare" ], obj, "tag_flash_flares" );
wait 1;
playFXOnTag( level._effect[ "ac130_flare" ], obj, "tag_flash_flares" );
wait 1;
playFXOnTag( level._effect[ "ac130_flare" ], obj, "tag_flash_flares" );
wait 1;
obj delete();
}


creds:
* me
* IW for angles


Got an idea on what to add to this? reply with it here!


Dude this is ****ing Epic :O GOOD JOB :y: +Rep to you,
01-31-2012, 02:15 PM #22
Originally posted by PussayPatrol View Post
Dude this is ****ing Epic :O GOOD JOB :y: +Rep to you,


Thanks lol

I need more ideas...
01-31-2012, 02:52 PM #23
247Yamato
< ^ > < ^ >
Originally posted by SatanicHispanic View Post
Thanks lol

I need more ideas...


An idea: Radial Weapon Selector like shown here, :P

01-31-2012, 11:47 PM #24
Originally posted by 247Yamato View Post
An idea: Radial Weapon Selector like shown here, :P



that'd be easy, except for the circle part.

I'll leave that to menu creators. I had troubles with the basic one I have now :p

---------- Post added at 07:47 PM ---------- Previous post was at 06:05 PM ----------

updated, and optimized code.

enjoy!

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