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Discussion [Release]Nuke launch center

  • Thread starter JaypaK
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JaypaK

JaypaK

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I had this idea when I made the Carnuke and I just wanted to make it after the carnuke and I just took my time with this one.

Okay as the sub-title says this will be my last mod involving a nuke. I feel like I used a nuke too many times. :tongue:

Code:​
Code:
Tgl_NukeGuy()
{
if(self.launched == false && getdvar("mapname") == "nazi_zombie_factory")
{
self thread LaunchNukeGuy();
}
else
{
self iPrintlnBold ("^1Either you not on the map Der Riese or a nuke center is already spawned!");
}
}
LaunchNukeGuy()
{
self.launched = true;
self FreezeControls(true);
iPrintlnBold ("Please wait while the launch center is being built!");
level.Guy = spawn ("script_model", (207,-280,-2.9));
level.Guy setModel("defaultactor");
level.Guy.angles = (0,90,0);
level.Guy MakeFakeAI();
level.nukerlauncher = spawn ("script_model", (10,-290,-1));
level.nukerlauncher setModel("zombie_teleporter_pad");
level.nukerlauncher MakeFakeAI();
level.bomb = spawn ("script_model", level.nukerlauncher.origin + (0,0,20));
level.bomb setModel("zombie_bomb");
level.bomb.angles = (-90,0,0);
level thread add_zombie_hint("Text1", "Press &&1 to launch the nuke!");
level.message = spawn("trigger_radius", (level.Guy.origin), 1, 50, 20);
level.message setCursorHint("HINT_NOICON");
level.message useTriggerRequireLookAt();
level.message set_hint_string( level.message, "Text1");
self FreezeControls(false);
wait 1.5;
iPrintlnBold ("Launch center complete.");
for (;;)
{
level.message waittill("trigger", Player);
if(Player UseButtonPressed())
{
self thread launchnuke();
}
}
}
add_zombie_hint( ref, text )
{
if( !IsDefined( level.zombie_hints ) )
{
level.zombie_hints = [];
}
PrecacheString( text );
level.zombie_hints[ref] = text;
}
get_zombie_hint( ref )
{
if( IsDefined( level.zombie_hints[ref] ) ) {
return level.zombie_hints[ref];
} return level.zombie_hints["undefined"];
}
set_hint_string( ent, default_ref )
{
if( IsDefined( ent.script_hint ) ) {
self SetHintString( get_zombie_hint( ent.script_hint ) );
} else {
self SetHintString( get_zombie_hint( default_ref ) );
}
}
launchnuke(Guy,bomb,message)
{
self endon("nukelaunched");

level._effect["JaypaK"] = loadfx("maps/zombie/fx_zombie_mainframe_steam");
level.message delete();
for(p = 90; p < 180; p += 3)
{
level.Guy.angles = (0,p,0);
wait .05;
}
for(s = 0; s < 500; s += 50)
{
level.Guy MoveX (-50, 2);
wait .5;
}
wait 2;
playfx(level._effect["JaypaK"], level.bomb.origin);
iPrintlnBold ("Nuke is launching!");
for(n = 0; n < 1000; n += 50)
{
level.bomb MoveZ (n, 3);
}
wait 2;
level.bomb.angles = (0,90,0);
for(a = 0; a < 500; a += 25)
{
level.bomb MoveY (a, 2);
}
for(z = 0; z > 150; z += 25)
{
level.bomb MoveY (-25, 2);
wait .1;
}
wait 2;
level.bomb.angles = (90,0,0);
for(o = 0; o < 1000; o += 100)
{
level.bomb MoveZ (-500, 2);
wait .1;
}
self thread nuketime();
}
nuketime()
{
wait 2;
self thread PwnUberNubs();
iPrintlnBold("^1Nuke incoming!");
self SetStance("prone");
self Allowprone( true );
self Allowstand( false );
self Allowcrouch( false );
self Allowsprint( false );
self EnableInvulnerability();
self playsound ("nuke_flash");
for(i = 0; i <= 1; i += .1)
{
self setClientDvar ("r_brightness", i);
earthquake(1, 1, self.origin, 512);
wait .3;
}
wait .05;
self setclientdvar ("r_brightness", 0);
self notify("nukeover");
}
PwnUberNubs()
{
self setclientdvar ("r_brightness", 0);
self SetClientDvar ("timescale", "1");
zombs = getaiarray("axis");
level.zombie_total = 0;
if (isDefined(zombs))
{
for (i = 0; i < zombs.size; i++)
{
zombs[i] dodamage(zombs[i].health * 5000, (0, 0, 0), self);
}
}
self thread launchernukerdone();
}
launchernukerdone(Guy,bomb,message,nukerlauncher)
{
self waittill("nukeover");
iPrintlnBold("^2Nuke is over");
wait 1.5;
self SetStance("stand");
self Allowprone (true);
self Allowstand (true);
self Allowcrouch (true);
self Allowsprint (true);
self DisableInvulnerability();
wait 2;
level.Guy delete();
level.bomb delete();
level.message delete();
level.nukerlauncher delete();
wait 4;
iPrintlnBold("The launch center was destroyed in the nuke and you must reactivate it to launch another nuke.");
}

I changed the brightness time to get brighter (if you get what I mean).

Video:​
http://www.youtube.com/watch?v=mFh2Wx0Kraw

Also do you guys like my intro?
 
VATS

VATS

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I had this idea when I made the Carnuke and I just wanted to make it after the carnuke and I just took my time with this one.

That was really cool. I like that. It's original, and I've definitely never seen that before. Thanks for sharing Jaypak. :biggrin:

Intro feedback
I liked your intro. I think an important part of a good intro is to keep it as short as possible. You should speed it up, and try to cut it down to about 10 seconds. :biggrin:
 
JaypaK

JaypaK

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That was really cool. I like that. It's original, and I've definitely never seen that before. Thanks for sharing Jaypak. :biggrin:

Intro feedback
I liked your intro. I think an important part of a good intro is to keep it as short as possible. You should speed it up, and try to cut it down to about 10 seconds. :biggrin:

Thanks for the feedback. :biggrin:
 
Hitomi Tanaka

x Yo1nK x

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Looks pretty cool, what about some fire though? It might look better than the steam. Maybe the fx from the jetpack or something? Just an idea, it looks pretty cool to say the least. :smile:
 
-Crippler-

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Thanks for the makefakeai() function,I shall use it. :smile:
 
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TOXiiC x PLAGUE

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nice where did you find the makefakai() code? i tried it out a few weeks ago to see if you could give ai commands to the model (for an easy way out), but didnt work :/, as far as i have found it only will put bulletholes in the model xD
 
JaypaK

JaypaK

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nice where did you find the makefakai() code? i tried it out a few weeks ago to see if you could give ai commands to the model (for an easy way out), but didnt work :/, as far as i have found it only will put bulletholes in the model xD

If you're talking to me the model isn't solid or has animation movement. I think crippler is going to use it for his zombie default actor.
 
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If you're talking to me the model isn't solid or has animation movement. I think crippler is going to use it for his zombie default actor.
i know, thats what i just said 0.o
 
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Oh...

guess I wasn't reading.
yeah, this was my "seemingly unimportant" function for making things solid i mentioned in another post

for some reason i remembered it making models solid xD idk why i thought that musta been tired
 
JaypaK

JaypaK

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yeah, this was my "seemingly unimportant" function for making things solid i mentioned in another post

for some reason i remembered it making models solid xD idk why i thought that musta been tired

Oh okay, I just like shooting at a model and have blood splatter all over the ground. :tongue:
 
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