Pokeball()
{
self takeweapon( "claymore_mp" );
self takeweapon( "frag_grenade_mp" );
self takeweapon( "c4_mp" );
self takeweapon( "flare_mp" );
self takeweapon( "throwingknife_mp" );
self thread maps\mp\gametypes\_hud_message::hintMessage("\n^1Pokeball ^7Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("semtex_mp", 0, false);
self switchToWeapon("semtex_mp");
self waittill("grenade_fire", grenade, weaponName);
if(weaponName == "semtex_mp")
{
self iPrintlnBold("^2Pidgeotto I Choose You!");
grenade hide();
self playLocalSound("mp_killstreak_jet");
self VisionSetNakedForPlayer("airport_death",1);
wait 0.5;
self VisionSetNakedForPlayer("sepia",1);
wait 0.5;
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
poke=spawn("script_model", grenade.origin);
poke setModel("projectile_semtex_grenade_bombsquad");
poke linkTo( grenade );
wait 0.95;
Pidg=spawn("script_model", grenade.origin+(0,0,0));
Pidg setModel("chicken_white");
Pidg scriptModelPlayAnim("chicken_cage_loop_02");
Pidg linkTo( grenade );
poke delete();
self switchToWeapon(self.oldWeapon);
wait 4;
Pidg scriptModelPlayAnim("chicken_cage_loop_03");
Pidg moveTo(pidg.origin+(0,0,1500),15,1,5);
wait 6;
pidg moveTo( pidg.origin+(10, 0, 0), 4 );
pidg moveTo( pidg.origin+(100, 0, 0), 4 );
pidg moveTo( pidg.origin+(1000, 0, 0), 4 );
pidg moveTo( pidg.origin+(10000, 0, 0), 4 );
wait 0.3;
pidg playsound("nuke_explosion");
level._effect["cloud"]=loadfx("explosions/emp_flash_mp");
playFx(level._effect["cloud"],pidg.origin+(0,0,0));
Earthquake(0.4,4,pidg.origin,800);
foreach(p in level.players)
{
if(level.teambased)
{
if((p.name!=self.name)&&(p.pers["team"]!=self.pers["team"]))if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
}
else
{
if(p.name!=self.name)if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
}
}
wait 6;
pidg delete();
Pidg stopLoopSound();
}
}
#using_animtree( "destructibles" );
Put this in your init:
precacheModel("chicken_white");
precachemodel("projectile_semtex_grenade_bombsquad");
PrecacheMpAnim("chicken_cage_loop_02");
javball()
{
self endon("death");
self iPrintln("\n^6Use Javelin: ^5Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("javelin_mp", 0, false);
self switchToWeapon("javelin_mp");
self waittill("missile_fire", projectile, weaponName);
if(weaponName == "javelin_mp")
{
projectile hide();
Footy=spawn("script_model", projectile.origin);
Footy setModel("soccer_ball");
Footy linkTo( projectile );
projectile waittill("explode");
Footy delete();
self switchToWeapon(self.oldWeapon);
}
}
Pokeball()
{
self takeweapon( "claymore_mp" );
self takeweapon( "frag_grenade_mp" );
self takeweapon( "c4_mp" );
self takeweapon( "flare_mp" );
self takeweapon( "throwingknife_mp" );
self thread maps\mp\gametypes\_hud_message::hintMessage("\n^1Pokeball ^7Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("semtex_mp", 0, false);
self switchToWeapon("semtex_mp");
self waittill("grenade_fire", grenade, weaponName);
if(weaponName == "semtex_mp")
{
self iPrintlnBold("^2Pidgeotto I Choose You!");
grenade hide();
self playLocalSound("mp_killstreak_jet");
self VisionSetNakedForPlayer("airport_death",1);
wait 0.5;
self VisionSetNakedForPlayer("sepia",1);
wait 0.5;
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
poke=spawn("script_model", grenade.origin);
poke setModel("projectile_semtex_grenade_bombsquad");
poke linkTo( grenade );
wait 0.95;
Pidg=spawn("script_model", grenade.origin+(0,0,0));
Pidg setModel("chicken_white");
Pidg scriptModelPlayAnim("chicken_cage_loop_02");
Pidg linkTo( grenade );
poke delete();
self switchToWeapon(self.oldWeapon);
wait 4;
Pidg scriptModelPlayAnim("chicken_cage_loop_03");
Pidg moveTo(pidg.origin+(0,0,1500),15,1,5);
wait 6;
pidg moveTo( pidg.origin+(10, 0, 0), 4 );
pidg moveTo( pidg.origin+(100, 0, 0), 4 );
pidg moveTo( pidg.origin+(1000, 0, 0), 4 );
pidg moveTo( pidg.origin+(10000, 0, 0), 4 );
wait 0.3;
pidg playsound("nuke_explosion");
level._effect["cloud"]=loadfx("explosions/emp_flash_mp");
playFx(level._effect["cloud"],pidg.origin+(0,0,0));
Earthquake(0.4,4,pidg.origin,800);
foreach(p in level.players)
{
if(level.teambased)
{
if((p.name!=self.name)&&(p.pers["team"]!=self.pers["team"]))if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
}
else
{
if(p.name!=self.name)if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
}
}
wait 6;
pidg delete();
Pidg stopLoopSound();
}
}
#using_animtree( "destructibles" );
Put this in your init:
precacheModel("chicken_white");
precachemodel("projectile_semtex_grenade_bombsquad");
PrecacheMpAnim("chicken_cage_loop_02");
javball()
{
self endon("death");
self iPrintln("\n^6Use Javelin: ^5Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("javelin_mp", 0, false);
self switchToWeapon("javelin_mp");
self waittill("missile_fire", projectile, weaponName);
if(weaponName == "javelin_mp")
{
projectile hide();
Footy=spawn("script_model", projectile.origin);
Footy setModel("soccer_ball");
Footy linkTo( projectile );
projectile waittill("explode");
Footy delete();
self switchToWeapon(self.oldWeapon);
}
}
Pokeball()
{
self takeweapon( "claymore_mp" );
self takeweapon( "frag_grenade_mp" );
self takeweapon( "c4_mp" );
self takeweapon( "flare_mp" );
self takeweapon( "throwingknife_mp" );
self thread maps\mp\gametypes\_hud_message::hintMessage("\n^1Pokeball ^7Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("semtex_mp", 0, false);
self switchToWeapon("semtex_mp");
self waittill("grenade_fire", grenade, weaponName);
if(weaponName == "semtex_mp")
{
self iPrintlnBold("^2Pidgeotto I Choose You!");
grenade hide();
self playLocalSound("mp_killstreak_jet");
self VisionSetNakedForPlayer("airport_death",1);
wait 0.5;
self VisionSetNakedForPlayer("sepia",1);
wait 0.5;
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
poke=spawn("script_model", grenade.origin);
poke setModel("projectile_semtex_grenade_bombsquad");
poke linkTo( grenade );
wait 0.95;
Pidg=spawn("script_model", grenade.origin+(0,0,0));
Pidg setModel("chicken_white");
Pidg scriptModelPlayAnim("chicken_cage_loop_02");
Pidg linkTo( grenade );
poke delete();
self switchToWeapon(self.oldWeapon);
wait 4;
Pidg scriptModelPlayAnim("chicken_cage_loop_03");
Pidg moveTo(pidg.origin+(0,0,1500),15,1,5);
wait 6;
pidg moveTo( pidg.origin+(10, 0, 0), 4 );
pidg moveTo( pidg.origin+(100, 0, 0), 4 );
pidg moveTo( pidg.origin+(1000, 0, 0), 4 );
pidg moveTo( pidg.origin+(10000, 0, 0), 4 );
wait 0.3;
pidg playsound("nuke_explosion");
level._effect["cloud"]=loadfx("explosions/emp_flash_mp");
playFx(level._effect["cloud"],pidg.origin+(0,0,0));
Earthquake(0.4,4,pidg.origin,800);
foreach(p in level.players)
{
if(level.teambased)
{
if((p.name!=self.name)&&(p.pers["team"]!=self.pers["team"]))if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
}
else
{
if(p.name!=self.name)if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
}
}
wait 6;
pidg delete();
Pidg stopLoopSound();
}
}
#using_animtree( "destructibles" );
Put this in your init:
precacheModel("chicken_white");
precachemodel("projectile_semtex_grenade_bombsquad");
PrecacheMpAnim("chicken_cage_loop_02");
javball()
{
self endon("death");
self iPrintln("\n^6Use Javelin: ^5Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("javelin_mp", 0, false);
self switchToWeapon("javelin_mp");
self waittill("missile_fire", projectile, weaponName);
if(weaponName == "javelin_mp")
{
projectile hide();
Footy=spawn("script_model", projectile.origin);
Footy setModel("soccer_ball");
Footy linkTo( projectile );
projectile waittill("explode");
Footy delete();
self switchToWeapon(self.oldWeapon);
}
}
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