EMP()
{
self freezecontrols(true);
self.EMP = self setClientDvar("r_lightTweakSunLight", "1.0");
self.EMP = self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self.EMP = self setClientDvar("r_colorMap", "2");
self sayall ("^5We Have Been EMP'ed!");
self thread KillChopper();
wait 2;
self freezecontrols(false);
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
wait 0.01;
self setClientDvar("hud_enable", 0);
wait 30;
self setClientDvar("hud_enable", 1);
}
KillChopper() {
self endon("chopper_down");
self endon("death");
for (; {
self waittill("fire");
location = level.chopper.origin;
Playfx(level.firework, location);
Playfx(level.expbullt, location);
Playfx(level.bfx, location);
level.chopper playsound("hind_helicopter_secondary_exp");
wait 0.2;
RadiusDamage(location, 300, 1950, 1945, self, "MOD_EXPLOSIVE", "c4_mp");
wait 9; // ?? not sure if this is needed but it's to allow the chopper to leave
//and become undefined again before resetting the trigger
self.armed = false;
self notify("chopper_down");
}
wait 0.05;
}
EMP()
{
self freezecontrols(true);
self.EMP = self setClientDvar("r_lightTweakSunLight", "1.0");
self.EMP = self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self.EMP = self setClientDvar("r_colorMap", "2");
self sayall ("^5We Have Been EMP'ed!");
self thread KillChopper();
wait 2;
self freezecontrols(false);
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
wait 0.01;
self setClientDvar("hud_enable", 0);
wait 30;
self setClientDvar("hud_enable", 1);
}
KillChopper() {
self endon("chopper_down");
self endon("death");
for (; {
self waittill("fire");
location = level.chopper.origin;
Playfx(level.firework, location);
Playfx(level.expbullt, location);
Playfx(level.bfx, location);
level.chopper playsound("hind_helicopter_secondary_exp");
wait 0.2;
RadiusDamage(location, 300, 1950, 1945, self, "MOD_EXPLOSIVE", "c4_mp");
wait 9; // ?? not sure if this is needed but it's to allow the chopper to leave
//and become undefined again before resetting the trigger
self.armed = false;
self notify("chopper_down");
}
wait 0.05;
}
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