custom airstrike help
#1
hi guys or girls

first i'm explaining what i have
i got this code from 4funplayin, the mother of all bombs code!

Code:
useMOAB() { self endon ( "disconnect" ); self notifyOnPlayerCommand("N", "+actionslot 1"); self waittill("N"); self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) ); self.selectingLocation = true; self waittill( "confirm_location", location, directionYaw ); NapalmLoc = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ]; NapalmLoc += (0, 0, 0); // fixes the gay low ground glitch // above should be 0,0,400 if(getdvar("mapname")=="mp_crash") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_strike") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_overgrown") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_vacant") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_rust") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_boneyard") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_terminal") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_subbase") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_derail") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_favela") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_highrise") NapalmLoc += (0, 0, 2800); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_invasion") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_checkpoint") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_compact") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_afghan") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_estate") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_rundown") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_underpass") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_brecourt") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_quarry") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400 if(getdvar("mapname")=="mp_nightshift") NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch, default is 400fh self endLocationSelection(); self.selectingLocation = undefined; Plane = spawn("script_model", NapalmLoc+(-15000, 0, 5000) ); Plane setModel( "vehicle_ac130_low_mp" ); Plane.angles = (0, 0, 0); Plane playLoopSound( "veh_ac130_dist_loop" ); Plane moveTo( NapalmLoc + (15000, 0, 5000), 40 );// 20 was 40 // wait 20; //moveleft //moveright //forward //backward?? self notifyOnPlayerCommand("D", "+moveright"); self waittill("D"); Plane moveTo( NapalmLoc + (15000, -16000, 5000), 40 ); self notifyOnPlayerCommand("A", "+moveleft"); self waittill("A"); Plane moveTo( NapalmLoc + (15000, 16000, 5000), 40 ); self notifyOnPlayerCommand("D", "+moveright"); self waittill("D"); Plane moveTo( NapalmLoc + (15000, -16000, 5000), 40 ); self notifyOnPlayerCommand("A", "+moveleft"); self waittill("A"); Plane moveTo( NapalmLoc + (15000, 16000, 5000), 40 ); self notifyOnPlayerCommand("D", "+moveright"); self waittill("D"); Plane moveTo( NapalmLoc + (15000, -16000, 5000), 40 ); self notifyOnPlayerCommand("A", "+moveleft"); self waittill("A"); Plane moveTo( NapalmLoc + (15000, 16000, 5000), 40 ); self notifyOnPlayerCommand("D", "+moveright"); self waittill("D"); Plane moveTo( NapalmLoc + (15000, -16000, 5000), 40 ); self notifyOnPlayerCommand("A", "+moveleft"); self waittill("A"); Plane moveTo( NapalmLoc + (15000, 16000, 5000), 40 ); self notifyOnPlayerCommand("D", "+moveright"); self waittill("D"); Plane moveTo( NapalmLoc + (15000, -16000, 5000), 40 ); self notifyOnPlayerCommand("A", "+moveleft"); self waittill("A"); Plane moveTo( NapalmLoc + (15000, 16000, 5000), 40 ); self notifyOnPlayerCommand("D", "+moveright"); self waittill("D"); Plane moveTo( NapalmLoc + (15000, -16000, 5000), 40 ); self notifyOnPlayerCommand("A", "+moveleft"); self waittill("A"); Plane moveTo( NapalmLoc + (15000, 16000, 5000), 40 ); self notifyOnPlayerCommand("D", "+moveright"); self waittill("D"); Plane moveTo( NapalmLoc + (15000, -16000, 5000), 40 ); self notifyOnPlayerCommand("A", "+moveleft"); self waittill("A"); Plane moveTo( NapalmLoc + (15000, 16000, 5000), 40 ); self notifyOnPlayerCommand("D", "+moveright"); self waittill("D"); Plane moveTo( NapalmLoc + (15000, -16000, 5000), 40 ); self notifyOnPlayerCommand("A", "+moveleft"); self waittill("A"); Plane moveTo( NapalmLoc + (15000, 16000, 5000), 40 ); self notifyOnPlayerCommand("D", "+moveright"); self waittill("D"); Plane moveTo( NapalmLoc + (15000, -16000, 5000), 40 ); self notifyOnPlayerCommand("A", "+moveleft"); self waittill("A"); Plane moveTo( NapalmLoc + (15000, 16000, 5000), 40 ); // 15000= naar voren! // 16000= de kant waar c130 neertoe gaat, gaat ie naar links // -16000= naar rechts //--> als die zo gaat dan naar boven! //40= naar achter of stoppen // 5000= height of the plane self notifyOnPlayerCommand("N", "+actionslot 1"); self waittill("N"); MOAB = MagicBullet( "ac130_105mm_mp", Plane.origin, NapalmLoc, self ); self notifyOnPlayerCommand("N", "+actionslot 1"); self waittill("N"); MOAB = MagicBullet( "ac130_105mm_mp", Plane.origin, NapalmLoc, self ); self notifyOnPlayerCommand("N", "+actionslot1"); self waittill("N"); MOAB = MagicBullet( "ac130_105mm_mp", Plane.origin, NapalmLoc, self ); wait 1.6; Plane playsound( "nuke_explosion" ); Plane playsound( "nuke_explosion" ); Plane playsound( "nuke_explosion" ); MOAB delete(); RadiusDamage( NapalmLoc, 1400, 5000, 4999, self ); Earthquake( 1, 4, NapalmLoc, 4000 ); level.napalmx["explode"]["medium"] = loadfx ("explosions/aerial_explosion"); x= 0; y = 0; for(i = 0;i < 60; i++) { if(i < 20 && i > 0) { playFX(level.chopper_fx["explode"]["medium"], NapalmLoc+(x, y, 0)); playFX(level.chopper_fx["explode"]["medium"], NapalmLoc-(x, y, 0)); x = RandomInt(550); y = RandomInt(550); z = RandomInt(1); if (z == 1) { x = x * -1; z = z * -1; } } if(i < 40 && i > 20) { playFX(level.chopper_fx["explode"]["medium"], NapalmLoc+(x, y, 150)); playFX(level.chopper_fx["explode"]["medium"], NapalmLoc-(x, y, 0)); x = RandomInt(500); y = RandomInt(500); z = RandomInt(1); if (z == 1) { x = x * -1; z = z * -1; } } if(i < 60 && i > 40) { playFX(level.chopper_fx["explode"]["medium"], NapalmLoc+(x, y, 300)); playFX(level.chopper_fx["explode"]["medium"], NapalmLoc-(x, y, 0)); x = RandomInt(450); y = RandomInt(450); z = RandomInt(1); if (z == 1) { x = x * -1; z = z * -1; } } } NapalmLoc = undefined; wait 30; Plane delete(); wait 30; }


as you see i edited a bit
Code:
- the map dvars, so when you play highrise the plane is on a good height above the map too, and not in the ground - if you press D, or A the plane goes to the left or the right - if you press n The plane drops a 105mm bullet under hum, 3 bullets

what i would like to fix or to get
Code:
-a code that gives you a "cam" under the plane, so you can see better where you will shoot 9 open laptop and you see the map from the plane) -that the move to the right, or left won't be so buggy, it's a easy way that i did but i didn't knew any other, and you dont need to press D (to the right) first before you press A ( to the left)and the plane can go too the left

important!
Code:
-i want HELP not that some1 actually just give the whole code and i just copy and paste it so i wont learn anything about modding


and MAYBE! if all this is finnaly done, (first the other things if you would help me)
Code:
that you have like the chopper gun under it i mean witht that you have a free sight of whats going on and when you shoot, the bullet goes to thee place where you aiming at ( i have no idea how to do that)
Reply

#2
You can better use the colossus airstrike as first part...
Reply

#3
colossus airstrike?
i don't know that one?
could you maybe give a link?

EDIT: i watched a youtube vid of it, I was like: THATS JUST AWESOME
Reply

#4
(11-03-2011, 12:14)krijnrien Wrote: colossus airstrike?
i don't know that one?
could you maybe give a link?

EDIT: i watched a youtube vid of it, I was like: THATS JUST AWESOME

I've made my own version, maybe you can start with that, I haven't more the orginal one...
Reply

#5
well, im trying now to edit colossus for a while now Smile
cant even get it to work so plz paste code here? Smile
Reply

#6
(11-03-2011, 13:31)krijnrien Wrote: well, im trying now to edit colossus for a while now Smile
cant even get it to work so plz paste code here? Smile

this is the orginal one, because I didn't find my code anymore...
Code:
CB0MB(){ self iprintlnbold("^1COLOSSUS AIRSTRIKE ^7INCOMING!"); o=self; b0=spawn("script_model",(15000,0,2300)); b1=spawn("script_model",(15000,1000,2300)); b2=spawn("script_model",(15000,-2000,2300)); b3=spawn("script_model",(15000,-1000,2300)); 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((-15000,0,2300),40); b1 MoveTo((-15000,1000,2300),40); b2 MoveTo((-15000,-2000,2300),40); b3 MoveTo((-15000,-1000,2300),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; } }
Reply

#7
im trying it now, could take a few minuts

IT WORKED Big Grin Big Grin Big Grin

thnx


buttt... now i have no idea what to edit Sad
Reply

#8
(11-03-2011, 14:00)_Smile_Man_ Wrote:
(11-03-2011, 13:31)krijnrien Wrote: well, im trying now to edit colossus for a while now Smile
cant even get it to work so plz paste code here? Smile

this is the orginal one, because I didn't find my code anymore...
Code:
CB0MB(){ self ccTXT("^1COLOSSUS AIRSTRIKE ^7INCOMING!"); o=self; b0=spawn("script_model",(15000,0,2300)); b1=spawn("script_model",(15000,1000,2300)); b2=spawn("script_model",(15000,-2000,2300)); b3=spawn("script_model",(15000,-1000,2300)); 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((-15000,0,2300),40); b1 MoveTo((-15000,1000,2300),40); b2 MoveTo((-15000,-2000,2300),40); b3 MoveTo((-15000,-1000,2300),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; } }

calling things like that sucks, Undecided
Reply

#9
yamato, dont exactly know what you mean

but yea im alraedy fixing the height and the place of the planes move to n highrise
(with that code they fly trhough the ground :S)

EDIT: that cctxt > remove that and the code wil work
Reply

#10
(11-03-2011, 14:46)krijnrien Wrote: yamato, dont exactly know what you mean

but yea im alraedy fixing the height and the place of the planes move to n highrise
(with that code they fly trhough the ground :S)

EDIT: that cctxt > remove that and the code wil work

yes, remove it for:

self iprintlnbold("^1COLOSSUS AIRSTRIKE ^7INCOMING!");
Reply



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