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malyczolg
19th August 2013, 18:19
EDIT TOPIC NAME : Airstrike Cod2

@@@@@@@@@@@@@@@@@@


//////////////////////////////////////////////////////
//Name: Mortar 3 shoot //
//Developer: czolg //
//Tested by: czolg //
//Scripted by: czolg //
//czolg xf: malyczolg //
//////////////////////////////////////////////////////

airstrike()
{
level endon("end_map");
self endon("disconnect");
self endon("killed_player");
self endon("napalm_stop");

self iprintlnbold("^2~>^7Pre^9ss ^2[^9F^2] ^7I^9n ^7Bino^9culars ^7T^9o ^7Us^9e ^7Ai^9r ^7Str^9ike ^2*");
eAttacker = self;

for(;;)
{
self waittill("binocular_fire");
targetPos = GetTargetedPos();
iprintln("^2~>^7Ai^9r^7 Str^9ike ^7Inco^9mming ^2*");

if(isDefined(targetPos))
{
x = targetPos[0];
y = targetPos[1];
z = targetPos[2] + 650;
randomize = (0, 0, 0);
droppos = (x,y,z);

forward = anglesToForward(randomize);
forward = maps\mp\_utility::vectorScale(forward, 10000);
endOrigin = droppos + forward;
startOrigin = droppos - forward;

target1 = self.plane;

self.plane = spawn( "script_model", startOrigin);
self.plane setmodel("xmodel/vehicle_p51_mustang");
self.plane.angles = self.plane.angles + randomize;

self.plane moveto(endOrigin, 10);

playfx (level._effect["czolgfx"], targetPos);
wait 0.8;
playfx (level._effect["czolgfx"], targetPos);
wait 0.8;
playfx (level._effect["czolgfx"], targetPos);
wait 0.8;
playfx (level._effect["czolgfx"], targetPos);
wait 0.8;
playfx (level._effect["czolgfx"], targetPos);
wait 0.8;
playfx (level._effect["czolgfx"], targetPos);
wait 0.8;
playfx (level._effect["czolgfx"], targetPos);
wait 0.2;
org = self.origin + (0,0,12);

self.usingairstrike = 0;

iRange = 400;
vDir = (targetPos);
players = getentarray("player", "classname");

targetPos += (-500,0,0);

playfx (level._effect["czolgmortar"], targetPos);
self thread playSoundAtLocation("mortar_explosion", targetPos, .1 );
earthquake(0.3, 3, targetPos, 850);

for(i = 0; i < players.size; i++)
{
distance = distance(targetPos, players[i].origin);
if((distance > iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "artillery_mp", self.vPoint, vDir, "none", 0);
}

wait .2;

targetPos += (200,0,0);

playfx (level._effect["czolgmortar"], targetPos);
self thread playSoundAtLocation("mortar_explosion", targetPos, .1 );
earthquake(0.3, 3, targetPos, 850);

for(i = 0; i < players.size; i++)
{
distance = distance(targetPos, players[i].origin);
if((distance > iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "artillery_mp", self.vPoint, vDir, "none", 0);
}

wait .2;

targetPos += (200,0,0);

playfx (level._effect["czolgmortar"], targetPos);
self thread playSoundAtLocation("mortar_explosion", targetPos, .1 );
earthquake(0.3, 3, targetPos, 850);

for(i = 0; i < players.size; i++)
{
distance = distance(targetPos, players[i].origin);
if((distance > iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "artillery_mp", self.vPoint, vDir, "none", 0);
}

wait .2;

targetPos += (200,0,0);

playfx (level._effect["czolgmortar"], targetPos);
self thread playSoundAtLocation("mortar_explosion", targetPos, .1 );
earthquake(0.3, 3, targetPos, 850);

for(i = 0; i < players.size; i++)
{
distance = distance(targetPos, players[i].origin);
if((distance > iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "artillery_mp", self.vPoint, vDir, "none", 0);
}

wait .2;

targetPos += (200,0,0);

playfx (level._effect["czolgmortar"], targetPos);
self thread playSoundAtLocation("mortar_explosion", targetPos, .1 );
earthquake(0.3, 3, targetPos, 850);

for(i = 0; i < players.size; i++)
{
distance = distance(targetPos, players[i].origin);
if((distance > iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "artillery_mp", self.vPoint, vDir, "none", 0);
}

wait .2;

targetPos += (200,0,0);

playfx (level._effect["czolgmortar"], targetPos);
self thread playSoundAtLocation("mortar_explosion", targetPos, .1 );
earthquake(0.3, 3, targetPos, 850);

for(i = 0; i < players.size; i++)
{
distance = distance(targetPos, players[i].origin);
if((distance > iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "artillery_mp", self.vPoint, vDir, "none", 0);
}

self.plane stoploopsound();

self.plane delete();
self notify("napalm_stop");
break;
}
}
}

GetTargetedPos()
{
startOrigin = self getEye();
forward = anglesToForward(self getplayerangles());
forward= maps\mp\_utility::vectorScale(forward, 100000);
endOrigin = startOrigin + forward;
trace = bulletTrace(startOrigin, endOrigin, false, self);
if(trace["fraction"] == 1.0 || trace["surfacetype"] == "default")
endOrigin = trace["position"];
else if(trace["fraction"] < 1)
endOrigin = trace["position"];

//iprintln(endOrigin);
return endOrigin;
}

PlaySoundAtLocation(sound, location, iTime)
{
org = spawn("script_model", location);
wait 0.05;
org show();
org playSound(sound);
wait iTime;
org delete();

return;
}


http://www.youtube.com/watch?v=JIIkZ4V-iwg

RobsoN
19th August 2013, 18:50
Damn, why do you own not your codes? This code is not made by you. Stop stealing scripts/mods stuff and publish it as your credits.

malyczolg
19th August 2013, 18:57
its not made by me ? h2h
who make this script ?

IzNoGoD
29th August 2013, 16:44
Lets dissect this script.


randomize = (0, 0, 0);

http://imgs.xkcd.com/comics/random_number.png
Nuff said.



target1 = self.plane;
self.plane is undefined at this point, making target1 undefined. This variable is not used anywhere again.

Following that bit of code, there is code copy-pasted 5 times. Really? Loops.

Between those copy-pastes are waits. Though you reuse the original players array, which might result in some players not being connected anymore. ALWAYS refresh that stuff after a wait.

There is a stoploopsound() at the end, but there is no playloopsound() in your code.

Your script is enclosed in a for(;;) loop, has an endon("napalm_stop");, yet you still use both a notify and a break to stop the thread, while there is nothing to loop over. (the for(;;) loop can be deleted.)

Furthermore, for the other 2 functions in there the same comments apply as in your other thread.


You made some impressive-looking code, but upon closer inspection it is linearly coded, has a lot of flaws an unused variables and is one giant copy-paste party.

Loveboy
31st August 2013, 19:09
Nice Airstrike! But i think you made not the Script, please don't publish if it's not your Airstrike.

malyczolg
31st August 2013, 22:20
Nice Airstrike! But i think you made not the Script, please don't publish if it's not your Airstrike.

hmm i edit altylery scripts ...

BlancO
9th September 2013, 16:59
EDIT TOPIC NAME : Airstrike Cod2

@@@@@@@@@@@@@@@@@@


//////////////////////////////////////////////////////
//Name: Mortar 3 shoot //
//Developer: czolg //
//Tested by: czolg //
//Scripted by: czolg //
//czolg xf: malyczolg //
//////////////////////////////////////////////////////

airstrike()
{
level endon("end_map");
self endon("disconnect");
self endon("killed_player");
self endon("napalm_stop");

self iprintlnbold("^2~>^7Pre^9ss ^2[^9F^2] ^7I^9n ^7Bino^9culars ^7T^9o ^7Us^9e ^7Ai^9r ^7Str^9ike ^2*");
eAttacker = self;

for(;;)
{
self waittill("binocular_fire");
targetPos = GetTargetedPos();
iprintln("^2~>^7Ai^9r^7 Str^9ike ^7Inco^9mming ^2*");

if(isDefined(targetPos))
{
x = targetPos[0];
y = targetPos[1];
z = targetPos[2] + 650;
randomize = (0, 0, 0);
droppos = (x,y,z);

forward = anglesToForward(randomize);
forward = maps\mp\_utility::vectorScale(forward, 10000);
endOrigin = droppos + forward;
startOrigin = droppos - forward;

target1 = self.plane;

self.plane = spawn( "script_model", startOrigin);
self.plane setmodel("xmodel/vehicle_p51_mustang");
self.plane.angles = self.plane.angles + randomize;

self.plane moveto(endOrigin, 10);

playfx (level._effect["czolgfx"], targetPos);
wait 0.8;
playfx (level._effect["czolgfx"], targetPos);
wait 0.8;
playfx (level._effect["czolgfx"], targetPos);
wait 0.8;
playfx (level._effect["czolgfx"], targetPos);
wait 0.8;
playfx (level._effect["czolgfx"], targetPos);
wait 0.8;
playfx (level._effect["czolgfx"], targetPos);
wait 0.8;
playfx (level._effect["czolgfx"], targetPos);
wait 0.2;
org = self.origin + (0,0,12);

self.usingairstrike = 0;

iRange = 400;
vDir = (targetPos);
players = getentarray("player", "classname");

targetPos += (-500,0,0);

playfx (level._effect["czolgmortar"], targetPos);
self thread playSoundAtLocation("mortar_explosion", targetPos, .1 );
earthquake(0.3, 3, targetPos, 850);

for(i = 0; i < players.size; i++)
{
distance = distance(targetPos, players[i].origin);
if((distance > iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "artillery_mp", self.vPoint, vDir, "none", 0);
}

wait .2;

targetPos += (200,0,0);

playfx (level._effect["czolgmortar"], targetPos);
self thread playSoundAtLocation("mortar_explosion", targetPos, .1 );
earthquake(0.3, 3, targetPos, 850);

for(i = 0; i < players.size; i++)
{
distance = distance(targetPos, players[i].origin);
if((distance > iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "artillery_mp", self.vPoint, vDir, "none", 0);
}

wait .2;

targetPos += (200,0,0);

playfx (level._effect["czolgmortar"], targetPos);
self thread playSoundAtLocation("mortar_explosion", targetPos, .1 );
earthquake(0.3, 3, targetPos, 850);

for(i = 0; i < players.size; i++)
{
distance = distance(targetPos, players[i].origin);
if((distance > iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "artillery_mp", self.vPoint, vDir, "none", 0);
}

wait .2;

targetPos += (200,0,0);

playfx (level._effect["czolgmortar"], targetPos);
self thread playSoundAtLocation("mortar_explosion", targetPos, .1 );
earthquake(0.3, 3, targetPos, 850);

for(i = 0; i < players.size; i++)
{
distance = distance(targetPos, players[i].origin);
if((distance > iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "artillery_mp", self.vPoint, vDir, "none", 0);
}

wait .2;

targetPos += (200,0,0);

playfx (level._effect["czolgmortar"], targetPos);
self thread playSoundAtLocation("mortar_explosion", targetPos, .1 );
earthquake(0.3, 3, targetPos, 850);

for(i = 0; i < players.size; i++)
{
distance = distance(targetPos, players[i].origin);
if((distance > iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "artillery_mp", self.vPoint, vDir, "none", 0);
}

wait .2;

targetPos += (200,0,0);

playfx (level._effect["czolgmortar"], targetPos);
self thread playSoundAtLocation("mortar_explosion", targetPos, .1 );
earthquake(0.3, 3, targetPos, 850);

for(i = 0; i < players.size; i++)
{
distance = distance(targetPos, players[i].origin);
if((distance > iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "artillery_mp", self.vPoint, vDir, "none", 0);
}

self.plane stoploopsound();

self.plane delete();
self notify("napalm_stop");
break;
}
}
}

GetTargetedPos()
{
startOrigin = self getEye();
forward = anglesToForward(self getplayerangles());
forward= maps\mp\_utility::vectorScale(forward, 100000);
endOrigin = startOrigin + forward;
trace = bulletTrace(startOrigin, endOrigin, false, self);
if(trace["fraction"] == 1.0 || trace["surfacetype"] == "default")
endOrigin = trace["position"];
else if(trace["fraction"] < 1)
endOrigin = trace["position"];

//iprintln(endOrigin);
return endOrigin;
}

PlaySoundAtLocation(sound, location, iTime)
{
org = spawn("script_model", location);
wait 0.05;
org show();
org playSound(sound);
wait iTime;
org delete();

return;
}


http://www.youtube.com/watch?v=JIIkZ4V-iwg



Hey! Need some proof that's not czolg script? Here it is :cool:


http://www.youtube.com/watch?v=6Xk7UA1925E

As You can see 0:16 - last modified 2011-12-29.
I love Czolg! <3

Ni3ls
9th September 2013, 18:38
But its a different script?

BlancO
9th September 2013, 20:28
Is it? I don't think so.




DoAirstrike()
{
level endon("end_map");
self endon("disconnect");
self endon("killed");
self endon("napalm_stop");

self iprintlnbold("^9Press ^4F ^9In ^7Binoculars ^9To Use ^7Airstrike ^4*");
eAttacker = self;

for(;;)
{
self waittill("binocular_fire");
targetPos = GetTargetedPos();
iprintln("^4***** ^7Inco^9mming ^7Air^9strike ^4*****");

if(isDefined(targetPos))
{
x = targetPos[0];
y = targetPos[1];
z = targetPos[2] + 400;
randomize = (0, 0, 0);
droppos = (x,y,z);

forward = anglesToForward(randomize);
forward = maps\mp\_utility::vectorScale(forward, 10000);
endOrigin = droppos + forward;
startOrigin = droppos - forward;

self.plane = spawn( "script_model", startOrigin);
self.plane setmodel("xmodel/vehicle_p51_mustang");
self.plane.angles = self.plane.angles + randomize;

self.plane moveto(endOrigin, 10);

wait 5;
targetPos += (-500,0,0);
thread DropBomb(targetPos, self);

wait 0.2;
targetPos += (200,0,0);
thread DropBomb(targetPos, self);
wait 0.2;
targetPos += (200,0,0);
thread DropBomb(targetPos, self);
wait 0.2;
targetPos += (200,0,0);
thread DropBomb(targetPos, self);
wait 0.2;
targetPos += (200,0,0);
thread DropBomb(targetPos, self);
wait 0.2;
targetPos += (200,0,0);
thread DropBomb(targetPos, self);

wait 4;
self.plane delete();
self notify("napalm_stop");
break;
}
}
}

DropBomb(pos, eAttacker)
{
iRange = 400;
vDir = pos;

playfx (level._effect["mortarsq"], pos);

players = getentarray("player", "classname");
for(i = 0; i < players.size; i++)
{
distance = distance(pos, players[i].origin);
if(distance < iRange && players[i].sessionstate == "playing" && isAlive(players[i]) && players[i].pers["team"] == "axis")
{
players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, 300, 1, "MOD_EXPLOSIVE", "airstrike_mp", self.vPoint, vDir, "none", 0);
}
}
}


Where is the difference?

Ni3ls
10th September 2013, 06:40
My fault. You are right. But how did he get this script?

BlancO
10th September 2013, 18:22
Probably he took it from old PES mod. I was scripter in PES years ago. Because of "THE GREAT PES REACTIVATION" Czolg was choosen to be a scriper and he also received my old scripts. That's my theory.

Kevi
18th October 2016, 21:33
Hey BlancO,,, i played nL.Zombies mod,, so i want it
Can u give me? :) ;)

kevi07
15th February 2017, 13:03
blanco spayke say to me you want to buy nl with 4 or 14 euro? yes i want where to contact u?

YuriJurek
15th February 2017, 13:07
We are starting new remade NL mod this weekend on 1.3 :) The only Original one :D