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Thread: Airstrike CoD2

  1. #1
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    Airstrike CoD2

    EDIT TOPIC NAME : Airstrike Cod2

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

    PHP Code:
    //////////////////////////////////////////////////////
    //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))
            {            
                
    targetPos[0];
                
    targetPos[1];
                
    targetPos[2] + 650;
                
    randomize = (000);
                
    droppos = (x,y,z);

                
    forward anglesToForward(randomize);
                
    forward maps\mp\_utility::vectorScale(forward10000);
                
    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(endOrigin10);
                
                
    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(0.33targetPos850);

                for(
    0players.sizei++)            
                {
                    
    distance distance(targetPosplayers[i].origin);
                    if((
    distance iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

                    
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""artillery_mp"self.vPointvDir"none"0);
                }
                
                
    wait .2;
                
                
    targetPos += (200,0,0);

                
    playfx (level._effect["czolgmortar"], targetPos);
                
    self thread playSoundAtLocation("mortar_explosion"targetPos.1 );
                
    earthquake(0.33targetPos850);

                for(
    0players.sizei++)            
                {
                    
    distance distance(targetPosplayers[i].origin);
                    if((
    distance iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

                    
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""artillery_mp"self.vPointvDir"none"0);
                }
                
                            
    wait .2;
                
                
    targetPos += (200,0,0);

                
    playfx (level._effect["czolgmortar"], targetPos);
                
    self thread playSoundAtLocation("mortar_explosion"targetPos.1 );
                
    earthquake(0.33targetPos850);

                for(
    0players.sizei++)            
                {
                    
    distance distance(targetPosplayers[i].origin);
                    if((
    distance iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

                    
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""artillery_mp"self.vPointvDir"none"0);
                }
                
                            
    wait .2;
                
                
    targetPos += (200,0,0);

                
    playfx (level._effect["czolgmortar"], targetPos);
                
    self thread playSoundAtLocation("mortar_explosion"targetPos.1 );
                
    earthquake(0.33targetPos850);

                for(
    0players.sizei++)            
                {
                    
    distance distance(targetPosplayers[i].origin);
                    if((
    distance iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

                    
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""artillery_mp"self.vPointvDir"none"0);
                }
                
                            
    wait .2;
                
                
    targetPos += (200,0,0);

                
    playfx (level._effect["czolgmortar"], targetPos);
                
    self thread playSoundAtLocation("mortar_explosion"targetPos.1 );
                
    earthquake(0.33targetPos850);

                for(
    0players.sizei++)            
                {
                    
    distance distance(targetPosplayers[i].origin);
                    if((
    distance iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

                    
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""artillery_mp"self.vPointvDir"none"0);
                }
                
                
    wait .2;
                
                
    targetPos += (200,0,0);

                
    playfx (level._effect["czolgmortar"], targetPos);
                
    self thread playSoundAtLocation("mortar_explosion"targetPos.1 );
                
    earthquake(0.33targetPos850);

                for(
    0players.sizei++)            
                {
                    
    distance distance(targetPosplayers[i].origin);
                    if((
    distance iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

                    
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""artillery_mp"self.vPointvDir"none"0);
                }
                    
                
    self.plane stoploopsound();
                
                
    self.plane delete();
                
    self notify("napalm_stop");
                break;
            }
        }
    }

    GetTargetedPos()
    {
             
    startOrigin self getEye();
             
    forward anglesToForward(self getplayerangles());
              
    forwardmaps\mp\_utility::vectorScale(forward100000);
             
    endOrigin startOrigin forward;    
             
    trace bulletTrace(startOriginendOriginfalseself);
             if(
    trace["fraction"] == 1.0 || trace["surfacetype"] == "default")
                    
    endOrigin trace["position"];
             else if(
    trace["fraction"] < 1)
                    
    endOrigin trace["position"];

             
    //iprintln(endOrigin);
         
    return endOrigin;
    }

    PlaySoundAtLocation(soundlocationiTime)
    {
        
    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
    Last edited by malyczolg; 19th August 2013 at 18:25.

  2. #2
    Private First Class RobsoN's Avatar
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    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.

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  4. #3
    Private First Class
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    its not made by me ? h2h
    who make this script ?

  5. #4
    Assadministrator IzNoGoD's Avatar
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    Lets dissect this script.
    Code:
                randomize = (0, 0, 0);

    Nuff said.

    Code:
                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.

  6. #5
    Lieutenant Loveboy's Avatar
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    Nice Airstrike! But i think you made not the Script, please don't publish if it's not your Airstrike.

  7. #6
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    Quote Originally Posted by Loveboy View Post
    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 ...

  8. #7
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    Czolg scripter

    Quote Originally Posted by malyczolg View Post
    EDIT TOPIC NAME : Airstrike Cod2

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

    PHP Code:
    //////////////////////////////////////////////////////
    //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))
            {            
                
    targetPos[0];
                
    targetPos[1];
                
    targetPos[2] + 650;
                
    randomize = (000);
                
    droppos = (x,y,z);

                
    forward anglesToForward(randomize);
                
    forward maps\mp\_utility::vectorScale(forward10000);
                
    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(endOrigin10);
                
                
    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(0.33targetPos850);

                for(
    0players.sizei++)            
                {
                    
    distance distance(targetPosplayers[i].origin);
                    if((
    distance iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

                    
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""artillery_mp"self.vPointvDir"none"0);
                }
                
                
    wait .2;
                
                
    targetPos += (200,0,0);

                
    playfx (level._effect["czolgmortar"], targetPos);
                
    self thread playSoundAtLocation("mortar_explosion"targetPos.1 );
                
    earthquake(0.33targetPos850);

                for(
    0players.sizei++)            
                {
                    
    distance distance(targetPosplayers[i].origin);
                    if((
    distance iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

                    
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""artillery_mp"self.vPointvDir"none"0);
                }
                
                            
    wait .2;
                
                
    targetPos += (200,0,0);

                
    playfx (level._effect["czolgmortar"], targetPos);
                
    self thread playSoundAtLocation("mortar_explosion"targetPos.1 );
                
    earthquake(0.33targetPos850);

                for(
    0players.sizei++)            
                {
                    
    distance distance(targetPosplayers[i].origin);
                    if((
    distance iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

                    
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""artillery_mp"self.vPointvDir"none"0);
                }
                
                            
    wait .2;
                
                
    targetPos += (200,0,0);

                
    playfx (level._effect["czolgmortar"], targetPos);
                
    self thread playSoundAtLocation("mortar_explosion"targetPos.1 );
                
    earthquake(0.33targetPos850);

                for(
    0players.sizei++)            
                {
                    
    distance distance(targetPosplayers[i].origin);
                    if((
    distance iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

                    
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""artillery_mp"self.vPointvDir"none"0);
                }
                
                            
    wait .2;
                
                
    targetPos += (200,0,0);

                
    playfx (level._effect["czolgmortar"], targetPos);
                
    self thread playSoundAtLocation("mortar_explosion"targetPos.1 );
                
    earthquake(0.33targetPos850);

                for(
    0players.sizei++)            
                {
                    
    distance distance(targetPosplayers[i].origin);
                    if((
    distance iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

                    
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""artillery_mp"self.vPointvDir"none"0);
                }
                
                
    wait .2;
                
                
    targetPos += (200,0,0);

                
    playfx (level._effect["czolgmortar"], targetPos);
                
    self thread playSoundAtLocation("mortar_explosion"targetPos.1 );
                
    earthquake(0.33targetPos850);

                for(
    0players.sizei++)            
                {
                    
    distance distance(targetPosplayers[i].origin);
                    if((
    distance iRange || players[i].sessionstate != "playing" || !isAlive(players[i]) || players[i].pers["team"] == "allies" )) continue;

                    
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""artillery_mp"self.vPointvDir"none"0);
                }
                    
                
    self.plane stoploopsound();
                
                
    self.plane delete();
                
    self notify("napalm_stop");
                break;
            }
        }
    }

    GetTargetedPos()
    {
             
    startOrigin self getEye();
             
    forward anglesToForward(self getplayerangles());
              
    forwardmaps\mp\_utility::vectorScale(forward100000);
             
    endOrigin startOrigin forward;    
             
    trace bulletTrace(startOriginendOriginfalseself);
             if(
    trace["fraction"] == 1.0 || trace["surfacetype"] == "default")
                    
    endOrigin trace["position"];
             else if(
    trace["fraction"] < 1)
                    
    endOrigin trace["position"];

             
    //iprintln(endOrigin);
         
    return endOrigin;
    }

    PlaySoundAtLocation(soundlocationiTime)
    {
        
    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



    As You can see 0:16 - last modified 2011-12-29.
    I love Czolg! <3
    Last edited by BlancO; 9th September 2013 at 17:09.

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  10. #8
    Brigadier General
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    But its a different script?

  11. #9
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    Is it? I don't think so.

    PHP Code:

    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))
            {            
                
    targetPos[0];
                
    targetPos[1];
                
    targetPos[2] + 400;
                
    randomize = (000);
                
    droppos = (x,y,z);

                
    forward anglesToForward(randomize);
                
    forward maps\mp\_utility::vectorScale(forward10000);
                
    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(endOrigin10);

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

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

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

    DropBomb(poseAttacker)
    {
        
    iRange 400;
        
    vDir pos;
        
        
    playfx (level._effect["mortarsq"], pos);

        
    players getentarray("player""classname");
        for(
    0players.sizei++)            
        {
            
    distance distance(posplayers[i].origin);
            if(
    distance iRange && players[i].sessionstate == "playing" && isAlive(players[i]) && players[i].pers["team"] == "axis")
            {
                
    players[ithread [[level.callbackPlayerDamage]](eAttackereAttacker3001"MOD_EXPLOSIVE""airstrike_mp"self.vPointvDir"none"0);    
            }
        }

    Where is the difference?
    Last edited by BlancO; 9th September 2013 at 20:30.

  12. The Following User Says Thank You to BlancO For This Useful Post:

    Ni3ls (10th September 2013)

  13. #10
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    My fault. You are right. But how did he get this script?

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