Post: Shoot Explosions
05-15-2010, 08:35 PM #1
Kinetic
The Truth
(adsbygoogle = window.adsbygoogle || []).push({}); Just found this so I figured I would share with all of you Smile

I did not create it, I just found it.



[ame=https://www.youtube.com/watch?v=rRxqL2B1vus&feature=player_embedded]YouTube - Modern Warfare 2 Nuclear Bullets Mod![/ame]



    
ExplosionWednesday() //<--Add to onplayerspawned();
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}


vector_scal(vec, scale) //<-- dont add this thread to onplayerspawned();
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


here ya go, i fixed it Smile
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The following 4 users say thank you to Kinetic for this useful post:

Grodusk, little_legz, Spartan Gunney, The Low Key OG
05-15-2010, 08:37 PM #2
The Low Key OG
still the same OG, but I've been low key
Infectable?
05-15-2010, 08:38 PM #3
Kinetic
The Truth
Originally posted by The
Infectable?


Sadly no, it only works in the lobby :(

but it is still cool!
05-15-2010, 08:44 PM #4
Spartan Gunney
Who dares, wins.
Nice, But i would quote the code Winky Winky
05-15-2010, 08:47 PM #5
Kinetic
The Truth
how do i do that?
05-15-2010, 09:06 PM #6
Grodusk
Gym leader
select the entire code & click the quote icon, thats what u mean lol rite?

Originally posted by another user
ExplosionWednesday() //<--Add to onplayerspawned();
{
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}


vector_scal(vec, scale) //<-- dont add this thread to onplayerspawned();
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
05-15-2010, 09:27 PM #7
Spartan Gunney
Who dares, wins.
Like this :
Originally posted by another user

ExplosionWednesday() //<--Add to onplayerspawned();
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}


vector_scal(vec, scale) //<-- dont add this thread to onplayerspawned();
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
05-16-2010, 02:31 AM #8
little_legz
SleepinIsCheatin
Use the [*code] [/*code] tags. Makes it look tidier and removes the smilies.
    ExplosionWednesday() //<--Add to onplayerspawned();
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}


vector_scal(vec, scale) //<-- dont add this thread to onplayerspawned();
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

The following user thanked little_legz for this useful post:

Kinetic
05-16-2010, 03:54 AM #9
Kinetic
The Truth
Originally posted by legz View Post
Use the [*code] [/*code] tags. Makes it look tidier and removes the smilies.
    ExplosionWednesday() //<--Add to onplayerspawned();
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}


vector_scal(vec, scale) //<-- dont add this thread to onplayerspawned();
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


thank you, i fixed it Smile
05-17-2010, 12:17 PM #10
Grodusk
Gym leader
my fav is
     altho that adds a scroll bar the colors are awesome :P

[PHP]ExplosionWednesday() //<--Add to onplayerspawned();
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}


vector_scal(vec, scale) //<-- dont add this thread to onplayerspawned();
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

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