self thread cripsNuKeNaDeS();
cripsNuKeNaDeS()
{
self endon( "disconnect" );
self endon( "death" );
self GiveMaxAmmo( "stielhandgranate" );
self SetWeaponAmmoClip( "stielhandgranate", 4 );
for(;
{
self waittill("grenade_fire", grenade);
self GiveMaxAmmo( "stielhandgranate" );
self SetWeaponAmmoClip( "stielhandgranate", 4 );
Rise = (0, 0, 40);
grenade hide();
model = spawn( "script_model", grenade.origin );
model SetModel( "zombie_bomb" );
playfx(loadfx("monkey_glow"), model.origin);
model linkTo( grenade );
model.angles = grenade.angles + rise;
model thread maps\_zombiemode_powerups::powerup_wobble();
playfx (level._effect["misc/fx_zombie_powerup_on"], model.origin);
grenade resetmissiledetonationtime();
model thread byebye();
}
}
byebye()
{
wait 2;
Playfx( level._effect["lightning_dog_spawn"], self.origin );
wait 1;
playsoundatposition( "pre_spawn", self.origin );
playsoundatposition( "bolt", self.origin );
Rise = (0, 0, 30);
wait .5;
playsoundatposition( "nuke_flash", self.origin );
players = get_players();
for (i = 0;i < players.size;i++)
playfx(loadfx("misc/fx_zombie_mini_nuke"), self.origin + rise);
playfx (level._effect["powerup_grabbed"], self.origin);
playfx (level._effect["powerup_grabbed_wave"], self.origin);
zombies = GetAiSpeciesArray( "axis", "all" );
for (i = 0; i < zombies.size; i++)
if( distance( zombies[i].origin, self.origin ) < 300 )
{
zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
}
if( distance( zombies[i].origin, self.origin ) < 500 )
{
zombies[i] thread animscripts\death::flame_death_fx();
}
self delete();
}
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