Results 1 to 10 of 14

Thread: Airstrike CoD2

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Private First Class
    Join Date
    Feb 2013
    Posts
    201
    Thanks
    4
    Thanked 10 Times in 7 Posts

    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 17:25.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •