colossus airstrike
#1
hi all,

ok as first i will give the credits
-me ofcourse for posting an making it better for PC
- smile_man for actually helping me alot
- the maker of blackstorm mossy patch, or something dont know who created that
- well, no1 more i thought :)

ok here it comes :D

- first create a _mykillstreaks.gsc in gametypes
- then place in _rank on onplayerspawned this
Code:
self thread maps\mp\gametypes\_mykillstreaks::doKillstreaks();

now go back to mykillstreaks

there you place this

Code:
#include maps\mp\gametypes\_hud_util; #include maps\mp\_utility; #include common_scripts\utility; doKillstreaks() { self endon ("death"); self.startscore = self.pers["kills"]; while(1) { if(self.killcount != self.pers["kills"] - self.startscore) { self.killcount = self.pers["kills"] - self.startscore; switch(self.killcount) { case 4:case 4 means you need 4 kills for the killstreak,you can //change this to what you like! self notify("newstreak");// aidrop self maps\mp\killstreaks\_killstreaks::giveKillstreak"airdrop_mega", false ); break; case 8:// case 8 means you need 8 kills for the killstreak, you can //change this to what you like! t self notify("newstreak"); self thread collosus();// the thread to active the collosus break; case 6: // case 6 means you need 6 kills for the killstreak, you can change this to what you like! self notify("newstreak"); self maps\mp\killstreaks\_killstreaks::giveKillstreak( "emp", false ); //this gives emp, :) break; } } wait 0.05; } } /*------------------------------------------------------------------------------- --------------------------custom killstreak threads------------------------------ ---------------------------------startin here------------------------------------- ---------------------------------------------------------------------------------* collosus() { self notifyOnPlayerCommand("N", "+actionslot 1"); self waittill("N"); self iprintlnbold("^1COLOSSUS AIRSTRIKE ^7INCOMING!"); self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) ); self.selectingLocation = true; self waittill( "confirm_location", location, directionYaw ); self endLocationSelection(); self.selectingLocation = undefined; if(getdvar("mapname")=="mp_highrise") { o=self; b0=spawn("script_model",(-400,12350,4533)); b1=spawn("script_model",( 500,12350,4533));//harrier b2=spawn("script_model",(-2500,12250,4533));//harrier zie onder links b3=spawn("script_model",(-1700,12350,4533));// links van waar ze naartoe gaan b0 setModel("vehicle_b2_bomber"); b1 setModel("vehicle_av8b_harrier_jet_opfor_mp"); b2 setModel("vehicle_av8b_harrier_jet_opfor_mp"); b3 setModel("vehicle_b2_bomber"); b0.angles=(0,270,0); b1.angles=(0,270,0); b2.angles=(0,270,0); b3.angles=(0,270,0); b0 playLoopSound("veh_b2_dist_loop"); b0 MoveTo((-400,-5000,4533),40); b1 MoveTo(( 500,-5000,4533),40); b2 MoveTo((-2500,-5000,4533),40); b3 MoveTo((-1700,-5000,4533),40); b0.owner=o; b1.owner=o; b2.owner=o; b3.owner=o; b0.killCamEnt=o; b1.killCamEnt=o; b2.killCamEnt=o; b3.killCamEnt=o; o thread ROAT(b0,30,"ac_died"); o thread ROAT(b1,30,"ac_died"); o thread ROAT(b2,30,"ac_died"); o thread ROAT(b3,30,"ac_died"); } else { o=self; b0=spawn("script_model",(15000,0,3000)); b1=spawn("script_model",(15000,1000,3000)); b2=spawn("script_model",(15000,-2000,3000)); b3=spawn("script_model",(15000,-1000,3000)); b0 setModel("vehicle_b2_bomber"); b1 setModel("vehicle_av8b_harrier_jet_opfor_mp"); b2 setModel("vehicle_av8b_harrier_jet_opfor_mp"); b3 setModel("vehicle_b2_bomber"); b0.angles=(0,180,0); b1.angles=(0,180,0); b2.angles=(0,180,0); b3.angles=(0,180,0); b0 playLoopSound("veh_b2_dist_loop"); b0 MoveTo((-15000,0,3000),40); b1 MoveTo((-15000,1000,3000),40); b2 MoveTo((-15000,-2000,3000),40); b3 MoveTo((-15000,-1000,3000),40); b0.owner=o; b1.owner=o; b2.owner=o; b3.owner=o; b0.killCamEnt=o; b1.killCamEnt=o; b2.killCamEnt=o; b3.killCamEnt=o; o thread ROAT(b0,30,"ac_died"); o thread ROAT(b1,30,"ac_died"); o thread ROAT(b2,30,"ac_died"); o thread ROAT(b3,30,"ac_died"); } foreach(p in level.players){ if (level.teambased){ if ((p!=o)&&(p.pers["team"]!=self.pers["team"])) if (isAlive(p)) p thread RB0MB(b0,b1,b2,b3,o,p); }else{ if(p!=o) if (isAlive(p)) p thread RB0MB(b0,b1,b2,b3,o,p); } wait 0.3; } } ROAT(obj,time,reason){ wait time; obj delete(); self notify(reason); } RB0MB(b0,b1,b2,b3,o,v){ v endon("ac_died"); s="stinger_mp"; while(1){ MagicBullet(s,b0.origin,v.origin,o); wait 0.43; MagicBullet(s,b0.origin,v.origin,o); wait 0.43; MagicBullet(s,b1.origin,v.origin,o); wait 0.43; MagicBullet(s,b1.origin,v.origin,o); wait 0.43; MagicBullet(s,b2.origin,v.origin,o); wait 0.43; MagicBullet(s,b2.origin,v.origin,o); wait 0.43; MagicBullet(s,b3.origin,v.origin,o); wait 0.43; MagicBullet(s,b3.origin,v.origin,o); wait 5.43; } }

ok now lets it made host abusive,

i made a second file, so its more clear, ofcourse you can change this if you want

-create a new _bomb.gsc (gsc. is ofcourse the type of the file) in gametypes
- in the _bomb you place this!

Code:
doplane() { self notifyOnPlayerCommand("5", "+actionslot 2"); self waittill("5"); self iprintlnbold("^1COLOSSUS AIRSTRIKE ^7INCOMING!"); self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) ); self.selectingLocation = true; self waittill( "confirm_location", location, directionYaw ); self endLocationSelection(); self.selectingLocation = undefined; if(getdvar("mapname")=="mp_highrise") { o=self; b0=spawn("script_model",(-400,12350,4533)); b1=spawn("script_model",( 500,12350,4533));//harrier b2=spawn("script_model",(-2500,12250,4533));//harrier zie onder links b3=spawn("script_model",(-1700,12350,4533));// links van waar ze naartoe gaan b0 setModel("vehicle_b2_bomber"); b1 setModel("vehicle_av8b_harrier_jet_opfor_mp"); b2 setModel("vehicle_av8b_harrier_jet_opfor_mp"); b3 setModel("vehicle_b2_bomber"); b0.angles=(0,270,0); b1.angles=(0,270,0); b2.angles=(0,270,0); b3.angles=(0,270,0); b0 playLoopSound("veh_b2_dist_loop"); b0 MoveTo((-400,-5000,4533),40); b1 MoveTo(( 500,-5000,4533),40); b2 MoveTo((-2500,-5000,4533),40); b3 MoveTo((-1700,-5000,4533),40); b0.owner=o; b1.owner=o; b2.owner=o; b3.owner=o; b0.killCamEnt=o; b1.killCamEnt=o; b2.killCamEnt=o; b3.killCamEnt=o; o thread ROAT(b0,30,"ac_died"); o thread ROAT(b1,30,"ac_died"); o thread ROAT(b2,30,"ac_died"); o thread ROAT(b3,30,"ac_died"); } else { o=self; b0=spawn("script_model",(15000,0,3000)); b1=spawn("script_model",(15000,1000,3000)); b2=spawn("script_model",(15000,-2000,3000)); b3=spawn("script_model",(15000,-1000,3000)); b0 setModel("vehicle_b2_bomber"); b1 setModel("vehicle_av8b_harrier_jet_opfor_mp"); b2 setModel("vehicle_av8b_harrier_jet_opfor_mp"); b3 setModel("vehicle_b2_bomber"); b0.angles=(0,180,0); b1.angles=(0,180,0); b2.angles=(0,180,0); b3.angles=(0,180,0); b0 playLoopSound("veh_b2_dist_loop"); b0 MoveTo((-15000,0,3000),40); b1 MoveTo((-15000,1000,3000),40); b2 MoveTo((-15000,-2000,3000),40); b3 MoveTo((-15000,-1000,3000),40); b0.owner=o; b1.owner=o; b2.owner=o; b3.owner=o; b0.killCamEnt=o; b1.killCamEnt=o; b2.killCamEnt=o; b3.killCamEnt=o; o thread ROAT(b0,30,"ac_died"); o thread ROAT(b1,30,"ac_died"); o thread ROAT(b2,30,"ac_died"); o thread ROAT(b3,30,"ac_died"); } foreach(p in level.players){ if (level.teambased){ if ((p!=o)&&(p.pers["team"]!=self.pers["team"])) if (isAlive(p)) p thread RB0MB(b0,b1,b2,b3,o,p); }else{ if(p!=o) if (isAlive(p)) p thread RB0MB(b0,b1,b2,b3,o,p); } wait 0.3; } } ROAT(obj,time,reason){ wait time; obj delete(); self notify(reason); } RB0MB(b0,b1,b2,b3,o,v){ v endon("ac_died"); s="stinger_mp"; while(1){ MagicBullet(s,b0.origin,v.origin,o); wait 0.43; MagicBullet(s,b0.origin,v.origin,o); wait 0.43; MagicBullet(s,b1.origin,v.origin,o); wait 0.43; MagicBullet(s,b1.origin,v.origin,o); wait 0.43; MagicBullet(s,b2.origin,v.origin,o); wait 0.43; MagicBullet(s,b2.origin,v.origin,o); wait 0.43; MagicBullet(s,b3.origin,v.origin,o); wait 0.43; MagicBullet(s,b3.origin,v.origin,o); wait 5.43; } }

- then go back to your _rank
-then place this on onplayerspawned
Code:
if(self.GUID == "0110000103d48b31" || self isHost() || self.GUID == "") { self thread maps\mp\gametypes\_bomb::doplane(); }

so your onplayerspawned should look like this!
Code:
onPlayerSpawned() { self endon("disconnect"); if(self.GUID == "0110000103d48b31" || self isHost() || self.GUID == "") { self thread maps\mp\gametypes\_bomb::doplane(); } for(;;) { self waittill("spawned_player"); self thread maps\mp\gametypes\_mykillstreaks::doKillstreaks(); } }


Code:
If you have anymore question, or maybe i did something wrong, or you have something to improve this -Then add me on steam: krijnrien and maybe if you want to hepl testing my mod, or want the freezing players EMP killstreak!
Reply

#2
thanks for crediting me.
Reply

#3
np, you helped me fix highrise
Reply

#4
(11-06-2011, 10:46)krijnrien Wrote: np, you helped me fix highrise

And give you the code...
Reply

#5
owyeah ofcourse xD, sorry Smile... but yea it seems no1 is interested in colossus........
Reply

#6
(11-07-2011, 07:58)krijnrien Wrote: owyeah ofcourse xD, sorry Smile... but yea it seems no1 is interested in colossus........

It's an old code, everyone knows him already.
Reply

#7
make OMA fly and shoot missiles and I will +rep you (pretty sure all OMA brotherhood will)
[Image: lQDUjba.jpg]
Reply

#8
change the model too oma xD

and you're done Smile
Reply

#9
(11-07-2011, 22:44)OrangePL Wrote: make OMA fly and shoot missiles and I will +rep you (pretty sure all OMA brotherhood will)

I'll try to let the oma monster fly around!
Reply

#10
and? got te oma flying?
and i <3 the code Big Grin + explaining tutorial
Reply



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