Init:
level._effect["emp_Flash"]=loadfx("explosions/emp_flash_mp");
level._effect["after_Burn"]=loadfx( "explosions/player_death_nuke_flash" );
level._effect["after_flash"]=loadfx( "misc/light_glow_white_bulb" );
anywhere:
EmpRAYgun()
{
self iPrintln("^2EMP RAY Gun ^4Ready^7!");
self iPrintln("^2Created By^7: ^6x94-StoneR-94x & Cmd-X");
self giveWeapon("deserteaglegold_mp",1,false);
self switchToWeapon("deserteaglegold_mp");
level._effect["emp_Flash"]=loadfx("explosions/emp_flash_mp");
level._effect["after_Burn"]=loadfx( "explosions/player_death_nuke_flash" );
level._effect["after_flash"]=loadfx( "misc/light_glow_white_bulb" );
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "deserteaglegold_mp")
{
vec2=anglestoforward(self getPlayerAngles());
e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"];
playfx(level._effect["emp_Flash"],SPLOSIONlocation1);
playfx(level._effect["emp_Flash"],SPLOSIONlocation1+(0,0,25));
playfx(level._effect["emp_Flash"],SPLOSIONlocation1+(0,0,35));
playfx(level._effect["emp_Flash"],SPLOSIONlocation1+(0,-5,15));
playfx(level._effect["emp_Flash"],SPLOSIONlocation1+(0,5,15));
playfx(level._effect["after_Flash"],SPLOSIONlocation1+(-5,0,15));
playfx(level._effect["after_Flash"],SPLOSIONlocation1+(5,0,15));
playfx(level._effect["after_Burn"],SPLOSIONlocation1+(0,0,
);
playfx(level._effect["after_Burn"],SPLOSIONlocation1+(0,2,12));
playfx(level._effect["after_Burn"],SPLOSIONlocation1+(0,-2,4));
RadiusDamage(SPLOSIONlocation1,130,130,130,self);
earthquake(0.3,1,SPLOSIONlocation1,1000);
}
wait 0.001;
}
}
Its a Edit
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