init() { level.gDeagleFX["impact"] = loadfx ("explosions/helicopter_explosion_secondary_small"); level.goldDeagleWeapon = "deserteaglegold_mp"; level thread onPlayerConnected(); } onPlayerConnected() { for( ;; ) { level waittill( "connected", player ); player thread explode(); } } //Deagle "Boom" effect explode() { for(;;) { self waittill( "weapon_fired", weaponName ); if( self getCurrentWeapon() != level.goldDeagleWeapon ) continue; forward = self getTagOrigin("j_head"); end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 ); SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ]; playfx(level.gDeagleFX["impact"], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 100, 500, 100, self ); } } vecscale( vec, scalar ) { return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar ); }
(12-17-2013, 18:49)DidUknowiPwn Wrote: Code:init() { level.gDeagleFX["impact"] = loadfx ("explosions/helicopter_explosion_secondary_small"); level.goldDeagleWeapon = "deserteaglegold_mp"; level thread onPlayerConnected(); } onPlayerConnected() { for( ;; ) { level waittill( "connected", player ); player thread explode(); } } //Deagle "Boom" effect explode() { for(;;) { self waittill( "weapon_fired", weaponName ); if( self getCurrentWeapon() != level.goldDeagleWeapon ) continue; forward = self getTagOrigin("j_head"); end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 ); SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ]; playfx(level.gDeagleFX["impact"], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 100, 500, 100, self ); } } vecscale( vec, scalar ) { return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar ); }Don't remember who made this...