BombFun()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "Bomb_Exploded" );
precacheModel( "prop_suitcase_bomb" );
self takeWeapon( "semtex_mp" );
self takeWeapon( "frag_grenade_mp" );
self.WeaponRemember = self getCurrentWeapon();
self playSound( "mp_bomb_plant" );
level._effect[ "nuke_player" ] = loadfx( "explosions/player_death_nuke" );
Bomb = spawn( "script_model", self.Origin + (0, 0, 12) );//Makes it Float :lol:
Bomb SetModel( "prop_suitcase_bomb" );
self iPrintLnBold( "Press [{+frag}] to Detonate" );
wait 1;
self iPrintLnBold( "Now Get as Far away from here as possible" );
for( ;; )
{
if( self FragButtonPressed() )
{
self giveWeapon("killstreak_uav_mp");
self switchToWeapon("killstreak_uav_mp");
wait 2;
earthquake( 0.6, 10, Bomb.origin, 100000 );
PlayFX( level._effect[ "nuke_player" ], Bomb.origin );
foreach( player in level.players )
player playLocalsound( "nuke_explosion" );
Bomb delete();
self iPrintLnBold( "Boom" );
self takeWeapon( "killstreak_uav_mp" );
self switchToWeapon( self.WeaponRemember, 0, false);
self notify( "Bomb_Exploded" );
}
wait .2;
}
}
InfinityWard
ITheFallenI
rothebeast
BombFun()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "Bomb_Exploded" );
precacheModel( "prop_suitcase_bomb" );
self takeWeapon( "semtex_mp" );
self takeWeapon( "frag_grenade_mp" );
self.WeaponRemember = self getCurrentWeapon();
self playSound( "mp_bomb_plant" );
level._effect[ "nuke_player" ] = loadfx( "explosions/player_death_nuke" );
Bomb = spawn( "script_model", self.Origin + (0, 0, 12) );//Makes it Float :lol:
Bomb SetModel( "prop_suitcase_bomb" );
self iPrintLnBold( "Press [{+frag}] to Detonate" );
wait 1;
self iPrintLnBold( "Now Get as Far away from here as possible" );
for( ;; )
{
if( self FragButtonPressed() )
{
self giveWeapon("killstreak_uav_mp");
self switchToWeapon("killstreak_uav_mp");
wait 2;
earthquake( 0.6, 10, Bomb.origin, 100000 );
PlayFX( level._effect[ "nuke_player" ], Bomb.origin );
foreach( player in level.players )
player playLocalsound( "nuke_explosion" );
Bomb delete();
self iPrintLnBold( "Boom" );
self takeWeapon( "killstreak_uav_mp" );
self switchToWeapon( self.WeaponRemember, 0, false);
self notify( "Bomb_Exploded" );
}
wait .2;
}
}
InfinityWard
ITheFallenI
rothebeast
BombFun()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "Bomb_Exploded" );
precacheModel( "prop_suitcase_bomb" );
self takeWeapon( "semtex_mp" );
self takeWeapon( "frag_grenade_mp" );
self.WeaponRemember = self getCurrentWeapon();
self playSound( "mp_bomb_plant" );
level._effect[ "nuke_player" ] = loadfx( "explosions/player_death_nuke" );
Bomb = spawn( "script_model", self.Origin + (0, 0, 12) );//Makes it Float :lol:
Bomb SetModel( "prop_suitcase_bomb" );
self iPrintLnBold( "Press [{+frag}] to Detonate" );
wait 1;
self iPrintLnBold( "Now Get as Far away from here as possible" );
for( ;; )
{
if( self FragButtonPressed() )
{
self giveWeapon("killstreak_uav_mp");
self switchToWeapon("killstreak_uav_mp");
wait 2;
earthquake( 0.6, 10, Bomb.origin, 100000 );
PlayFX( level._effect[ "nuke_player" ], Bomb.origin );
foreach( player in level.players )
player playLocalsound( "nuke_explosion" );
Bomb delete();
self iPrintLnBold( "Boom" );
self takeWeapon( "killstreak_uav_mp" );
self switchToWeapon( self.WeaponRemember, 0, false);
self notify( "Bomb_Exploded" );
}
wait .2;
}
}
InfinityWard
ITheFallenI
rothebeast
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