TestAirStrikeGun()
{
self endon("disconnect");
self endon("death");
for(;
{
self giveWeapon( "deserteaglegold_mp", 0, false );
self SwitchToWeapon( "deserteaglegold_mp", 0, false );
self waittill( "weapon_fired" );
self thread TestingOnly();
}
}
TestingOnly()
{
self endon ( "death" );
self endon ( "disconnect" );
Air_Strike_Support = BulletTrace( self getTagOrigin("tag_eye"),anglestoforward(self getPlayerAngles())*100000,0,self)[ "position" ];
Airstrike_support = spawn("script_model", (-1000, 0, 25000) );
Airstrike_support setModel( "vehicle_mig29_desert" );
Airstrike_support.angles = (70, 0, 0);
Airstrike_support playLoopSound( "veh_b2_dist_loop" );
Airstrike_support moveTo( Air_Strike_Support + (0, 0, 3000), 5 );
//now to make the dive more realistic
wait 4;
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(0, -40, 0), self );
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(0, 40, 0), self );
wait 0.1;
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(150, -30, 0), self );
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(-150, 30, 0), self );
wait 0.1;
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(0, -180, 0), self );
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(0, 180, 0), self );
wait 0.1;
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(50, -180, 0), self );
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(-50, 180, 0), self );
wait 0.1;
MagicBullet( "ac130_40mm_mp", Airstrike_support.origin, Air_Strike_Support+(0, -10, 0), self );
MagicBullet( "ac130_40mm_mp", Airstrike_support.origin, Air_Strike_Support+(0, 10, 0), self );
wait 0.6;
Airstrike_support.angles = (50, 0, 0);
Airstrike_support moveTo( Airstrike_support.origin-(-50, 0, 50), 0.1 );
wait 0.1;
Airstrike_support.angles = (30, 0, 0);
Airstrike_support moveTo( Airstrike_support.origin-(-50, 0, 50), 0.1 );
wait 0.1;
Airstrike_support.angles = (10, 0, 0);
Airstrike_support moveTo( Airstrike_support.origin-(-50, 0, 50), 0.1 );
wait 0.1;
Airstrike_support.angles = (0, 0, 0);
Airstrike_support moveTo( Airstrike_support.origin+(10000, 0, 0), 3 );
wait 3;
Airstrike_support delete();
Air_Strike_Support = undefined;
}
TestAirStrikeGun()
{
self endon("disconnect");
self endon("death");
for(;
{
self giveWeapon( "deserteaglegold_mp", 0, false );
self SwitchToWeapon( "deserteaglegold_mp", 0, false );
self waittill( "weapon_fired" );
self thread TestingOnly();
}
}
TestingOnly()
{
self endon ( "death" );
self endon ( "disconnect" );
Air_Strike_Support = BulletTrace( self getTagOrigin("tag_eye"),anglestoforward(self getPlayerAngles())*100000,0,self)[ "position" ];
Airstrike_support = spawn("script_model", (-1000, 0, 25000) );
Airstrike_support setModel( "vehicle_mig29_desert" );
Airstrike_support.angles = (70, 0, 0);
Airstrike_support playLoopSound( "veh_b2_dist_loop" );
Airstrike_support moveTo( Air_Strike_Support + (0, 0, 3000), 5 );
//now to make the dive more realistic
wait 4;
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(0, -40, 0), self );
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(0, 40, 0), self );
wait 0.1;
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(150, -30, 0), self );
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(-150, 30, 0), self );
wait 0.1;
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(0, -180, 0), self );
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(0, 180, 0), self );
wait 0.1;
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(50, -180, 0), self );
MagicBullet( "stinger_mp", Airstrike_support.origin, Air_Strike_Support+(-50, 180, 0), self );
wait 0.1;
MagicBullet( "ac130_40mm_mp", Airstrike_support.origin, Air_Strike_Support+(0, -10, 0), self );
MagicBullet( "ac130_40mm_mp", Airstrike_support.origin, Air_Strike_Support+(0, 10, 0), self );
wait 0.6;
Airstrike_support.angles = (50, 0, 0);
Airstrike_support moveTo( Airstrike_support.origin-(-50, 0, 50), 0.1 );
wait 0.1;
Airstrike_support.angles = (30, 0, 0);
Airstrike_support moveTo( Airstrike_support.origin-(-50, 0, 50), 0.1 );
wait 0.1;
Airstrike_support.angles = (10, 0, 0);
Airstrike_support moveTo( Airstrike_support.origin-(-50, 0, 50), 0.1 );
wait 0.1;
Airstrike_support.angles = (0, 0, 0);
Airstrike_support moveTo( Airstrike_support.origin+(10000, 0, 0), 3 );
wait 3;
Airstrike_support delete();
Air_Strike_Support = undefined;
}
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