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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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