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Full Version: NUKE MOD
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I had the idea ro make a mod which combines "normal" black ops gameplay the nuke killstreak from mw2 and zombies.BUT i need some help from some pro moders


Main idea

The game will start with 2 balanced teams(the guns which the teams w\use will be official and "non-oficial".After 5-10 minutes of gameplay something like NUKE will "pause" for 3-5 secs.After the "pause" the teams will be changed,in one team will be only one player which should survive from the atack of the "ZOMBIES"(the other team).

AS I SAID I NEED HELP FROM MODERS(SCRIPTERS)AND FROM SOMEONE WHO CAN HELP ME DESIGN THE BACKTOUNDS AND ALL THE PICS THAT I WANT

POST HERE TO TELL ME IF YOU LIKE MY IDEA

IF YOU CAN HELP PLEASE CONTACT ME VIA PM
So u want to let explode a "nuke" in a normal game, which will take onw player in one team and th others in the other?
(06-28-2011, 16:16)paok-atak Wrote: [ -> ]I had the idea ro make a mod which combines "normal" black ops gameplay the nuke killstreak from mw2 and zombies.BUT i need some help from some pro moders


Main idea

The game will start with 2 balanced teams(the guns which the teams w\use will be official and "non-oficial".After 5-10 minutes of gameplay something like NUKE will "pause" for 3-5 secs.After the "pause" the teams will be changed,in one team will be only one player which should survive from the atack of the "ZOMBIES"(the other team).

AS I SAID I NEED HELP FROM MODERS(SCRIPTERS)AND FROM SOMEONE WHO CAN HELP ME DESIGN THE BACKTOUNDS AND ALL THE PICS THAT I WANT

POST HERE TO TELL ME IF YOU LIKE MY IDEA

IF YOU CAN HELP PLEASE CONTACT ME VIA PM

ok for one you can't blow up the nuke it is practicably impossible
lol, it is, i even have code for jet dropping that nuke
Nearly eerything is possible with tools now Big Grin
So who wants to help me?lol
Code:
nuke()
{
self iPrintLnBold("w00t nuke");
                    wait 1;
                    level thread maps\mp\_popups::DisplayTeamMessageToAll( "NUKE!", self );
                    nuke = spawnStruct();
                    nuke.fx = loadfx( "maps/mp_maps/fx_mp_nuked_nuclear_explosion" );
                    napalmSelectorSize = getDvarIntDefault( #"scr_napalmSelectorSize", 3000 );
                    self beginLocationNapalmSelection( "map_napalm_selector", napalmSelectorSize, "killstreak_napalm" );
                    self.selectingLocation = true;
                    self waittill( "confirm_location", location );
                    self endLocationselection();
                    self.selectingLocation = false;
                    nuke.planemodel = spawn("script_model", self.origin + ( 24000, 15000, 25000 ) );
                    nuke.planemodel setModel( "t5_veh_jet_f4_gearup" );
                    nuke.planemodel.angles = vectorToAngles( location - ( self.origin + ( 8000, 5000, 10000 ) ) );
                    nuke.planemodel moveto( location + ( 0, 0, 200 ), 2.9 );
                    wait 2.8;
                    nuke.dropmodel = spawn("script_model", nuke.planemodel.origin );
                    nuke.dropmodel setModel( "mp_supplydrop_axis" );
                    nuke.dropmodel.angles = vectorToAngles( location - ( self.origin + ( 8000, 5000, 10000 ) ) );
                    PlaySoundAtPosition( "amb_end_nuke", location );
                    nuke.dropmodel moveto( location, .9 );
                    wait 1.2;
                    nuke.planemodel delete();
                    Earthquake( 0.4, 4, location, 800 );
                    playfx( nuke.fx, nuke.dropmodel.origin );
                    wait .05;
                    nuke.dropmodel delete();
                    for(i = 0; i < level.players.size; i++)
                    {
                        level.players[i] [[level.callbackPlayerDamage]](self, self, 9999999, 8, "MOD_PISTOL_BULLET", self getCurrentWeapon(), self.origin, self.origin, "J_Spine1", 0 );
                    }
                }