Hello how can I install this??
or better where can I download the IWD??
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Hello how can I install this??
or better where can I download the IWD??
I've got it now have now only the problem that he shows me after 5 kills me no picture...
Hallo ich habe das Problem wenn ich sterbe das er mir die Grafik by (BomberReady) nicht löscht kann mir da Bitte einer weiterhelfen???
Hello I have the problem if I die that he does not delete the graphic by (BomberReady) can me there Please help one ???
MFGQuote:
///////////////////////////////////
// Scripted by: BlancO //
// Modifikation by: BoB-666 //
/////////////////////////////////
Setup()
{
// Text variables
level.airstrikeIncommingText = "Airstrike incomming!";
// Models
level.airstrikePlane = "xmodel/vehicle_condor";
precacheModel(level.airstrikePlane);
level.airstrikeBomb = "xmodel/prop_stuka_bomb";
precacheModel(level.airstrikeBomb);
//STHM Efx of bomb explosion
level._effect["airstrikBombEFX"] = loadfx("fx/custom/airstrike.efx");
level.airstrikeBombsCount = 10; // OR, 10 // Anzahl der Bomben Flugzeug wird fallen
level.airstrikeBombRange = 200; // OR, 200 // Entfernung des Schadens
level.airstrikeBombsDamage = 250; // Beschädigung einer einzelnen Bombe
level.airstrikeIgnoreCeils = 0; // Auf Zombiekarten mit Decken auf 1 setzen
level.airstrikeDamageTo = "enemy"; // Team will get damage "allies", "axis", "enemy", "all"
// STHM Modifikation
game["bomber_icon"] = "sthm_@_bombe";
precacheShader(game["bomber_icon"]);
precacheString(&"[ B ]");
}
CleanupKilled()
{
self endon("killed_player");
self endon("disconnect");
// Remove hud elements
if (isdefined(self.bomber_icon)) self.bomber_icon destroy();
if (isdefined(self.bomber_text)) self.bomber_text destroy();
}
DoAirstrike()
{
self endon("killed_player"); // STHM Modifikation
self endon("disconnect");
if(isDefined(level.airstrikeUse) && level.airstrikeUse != "")
self iPrintlnBold(level.airstrikeUse);
//===== STHM Show Bomber HUD ================================================== ===
BomberReady(); // STHM Bomber Ready HuD
//================================================== =========================
self waittill("binocular_fire");
targetPos = GetTargetedPos();
if(isDefined(level.airstrikeIncommingText) && level.airstrikeIncommingText != "")
iPrintln(level.airstrikeIncommingText);
if(isDefined(targetPos))
{
randomize = (0, randomInt(360), 0);
droppos = (targetPos[0], targetPos[1], targetPos[2] + 1000);
forward = anglesToForward(randomize);
forward = maps\mp\_utility::vectorScale(forward, 10000);
endOrigin = droppos + forward;
startOrigin = droppos - forward;
//===== STHM CleanUp Bomber HUD =================================================
CleanupKilled(); // STHM Remove hud elements
//================================================== =======================
plane = spawn("script_model", startOrigin);
plane setmodel(level.airstrikePlane);
plane.angles = plane.angles + randomize;
plane moveto(endOrigin, 10);
plane playSound( "stuka_comming"); // STHM Sound Play Bomber is Comming
bombs = level.airstrikeBombsCount;
if(bombs > 30) bombs = 30;
delay = (5 - bombs * 0.05);
wait delay;
for(i = 1; i <= bombs; i += 1)
{
plane thread DropBomb(self);
wait 0.1;
}
wait delay;
plane delete();
}
}
BomberReady()
{
self endon("killed_player"); // STHM Modifikation
self endon("disconnect");
//===== STHM Bomber HuD Anzeige Setup ================================================== ===
horzAlign = "center_safearea";
vertAlign = "bottom";
alignX = "center";
alignY = "middle";
X = 0;
Y = -30;
alpha = 0.6;
fontscale = 0.65;
//================================================== ================================
//===== STHM Bomber HUD Bild ================================================== ============
if (!isdefined(self.bomber_icon))
{
self.bomber_icon = newClientHudElem(self);
self.bomber_icon.horzAlign = horzAlign;
self.bomber_icon.vertAlign = vertAlign;
self.bomber_icon.alignX = alignx;
self.bomber_icon.alignY = alignY;
self.bomber_icon.x = X;
self.bomber_icon.y = Y;
self.bomber_icon.alpha = 0.7;
self.bomber_icon setShader(game["bomber_icon"], 30, 30);
}
//================================================== =======================================
// END Bomber HUD Bild
//===== STHM Bomber HUD Text ================================================== ============
if (!isdefined(self.bomber_text))
{
self.bomber_text = newClientHudElem(self);
self.bomber_text.horzAlign = horzAlign;
self.bomber_text.vertAlign = vertAlign;
self.bomber_text.alignx = alignX;
self.bomber_text.alignY = alignY;
self.bomber_text.x = X;
self.bomber_text.y = Y + 20;
self.bomber_text.fontscale = fontscale;
self.bomber_text.label = &"[ B ]";
}
//================================================== =======================================
// END Bomber HUD Text
}
DropBomb(eAttacker)
{
//===== Auf Zombiekarten mit Decken ================================================== =====
if(!level.airstrikeIgnoreCeils)
{
trace = bulletTrace(self.origin, self.origin + (0, 0, -1000), false, self);
targetPos = trace["position"];
}
//================================================== =======================================
targetPos = self.origin + (0, 0, -1000);
trace = bulletTrace(self.origin, self.origin + (0, 0, -1600), false, self);
targetPos = trace["position"];
bomb = spawn("script_model", self.origin);
bomb setModel(level.airstrikeBomb);
bomb.angles = (90, 0, 0);
time = 0.85;
bomb moveTo(targetPos, time);
wait time;
number = randomInt(5) + 1;
bomb playsound("mortar_explosion" + number);
bomb hide();
playfx(level._effect["airstrikBombEFX"], targetPos);
players = getentarray("player", "classname");
for(i = 0; i < players.size; i++)
{
if(distance(targetPos, players[i].origin) < level.airstrikeBombRange && players[i].pers["team"] != "spectator" && isAlive(players[i]) && (level.airstrikeDamageTo == "all" || (level.airstrikeDamageTo == "enemy" && eAttacker.pers["team"] != players[i].pers["team"]) || (eAttacker.pers["team"] == level.airstrikeDamageTo)))
players[i] thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, level.airstrikeBombsDamage, 1, "MOD_EXPLOSIVE", "airstrike_mp", targetPos, targetPos, "none", 0);
}
wait 0.5;
bomb delete();
}
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"];
return endOrigin;
}
BoB
muss das killed player wegmachen zb bei cleanup und vlt noch bei anderen
DoAirstrike()
{
self endon("killed_player"); // STHM Modifikation
hier muss das killed player auf jedenfall weg
und beim spawn zur sicherheit in der spawnplayer funktion nochma
if (isdefined(self.bomber_icon)) self.bomber_icon destroy();
if (isdefined(self.bomber_text)) self.bomber_text destroy();