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  1. #1
    itz me_'s Avatar
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    Awesome nuke fallout effect

    I was playing a match of SND and then all of a sudden a nuke goes off, but the match didn't end.

    The whole map had the nuke effect and blasts kept going off every 30 seconds or so.

    Any idea where to get a mod like this? It was alot of fun.

  2. #2
    aIW|Convery's Avatar
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    Just make a mod where nuke damage is 0? Easier then finding the FX..

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    Jorndel's Avatar
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    Quote Originally Posted by aIW|Convery View Post
    Just make a mod where nuke damage is 0? Easier then finding the FX..
    Well.....
    The game ends on the nuke.

    So you need the FX.

    Or you have to remove that in the nuke.gsc (If it exsist. forgot )
    Last edited by Jorndel; 06-05-2011 at 01:39 PM.

     
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  4. #4
    itz me_'s Avatar
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    Quote Originally Posted by aIW|Convery View Post
    Just make a mod where nuke damage is 0? Easier then finding the FX..
    Wouldn't it still end?

  5. #5
    Jorndel's Avatar
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    Quote Originally Posted by itz me_ View Post
    Wouldn't it still end?
    I told so.....

     
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  6. #6
    aIW|Convery's Avatar
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    Quote Originally Posted by jorndel View Post
    I told so.....
    Nope, why would it end if you know how to mod? I think you even can remove that via the console if you're host..

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    Jorndel's Avatar
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    Quote Originally Posted by aIW|Convery View Post
    Nope, why would it end if you know how to mod? I think you even can remove that via the console if you're host..
    Well, I just answerd on what you said. Set the damage to 0. Won't fix it.

    The nuke is set to end the game.
    Not just kill all and then we are happy
    And play more. (Would be a epic fail..)

     
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  8. #8
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    Quote Originally Posted by jorndel View Post
    Well, I just answerd on what you said. Set the damage to 0. Won't fix it.

    The nuke is set to end the game.
    Not just kill all and then we are happy
    And play more. (Would be a epic fail..)
    Your English is so bad it's hard to understand you.

  9. #9
    Jorndel's Avatar
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    Quote Originally Posted by SkrilleX. View Post


    Your English is so bad it's hard to understand you.
    @Skrillex

    Well, I type in short words...
    Well, if you want it full:

    If you just change the damage of the nuke to 0. The game will still end, because the nuke is ment to end the game.

    It would be wird if you could play after the map got nuked. (That would be a EPIC fail from the produsers.)

    So what I said: You have to get the FX for the nuke, or you have to go into the nuke.gsc (That I don't remember if exsist. Look in the GSC RIP Collection)
    And change so the nuke won't end the game when the nuke have been used.


    You understand it now?
    Now you can read more. Instead of short told answer.

     
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  10. #10
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    Quote Originally Posted by aIW|Convery View Post
    Just make a mod where nuke damage is 0? Easier then finding the FX..
    won't work because if you change the nuke damage now body dies and the game just ends...

    i will look for the codes which you got to use



    and pleas all stop bitching about jorndel's english it isn't bad...
    you guys just don't know what hes talking about and don't think when your reading it..

  11. #11
    Jorndel's Avatar
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    Quote Originally Posted by pyrozombie View Post
    won't work because if you change the nuke damage now body dies and the game just ends...

    i will look for the codes which you got to use



    and pleas all stop bitching about jorndel's english it isn't bad...
    you guys just don't know what hes talking about and don't think when your reading it..
    Well, thanks for that. Well, I guess they understand what I talked about in the long text post..


    (And, you should make the english think in a off-topic )

     
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  12. #12
    pyrozombie's Avatar
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    back on topic

    found this code

    it should prevent the map to end

    setDevDvarIfUninitialized( "scr_nukeEndsGame", true );

    just change it to false

    ---------------------------------------------------------------------

    edit:

    forget what i said listen to jorndel and give him credits:P

    download the nuke.gsc

    out of the gsc rip collection

    http://pastebin.com/1UpGhhq1

    search for

    nukeEndsGame = true;

    change that to false and your done
    Last edited by pyrozombie; 06-05-2011 at 03:45 PM. Reason: i was wrong

  13. #13
    Jorndel's Avatar
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    Quote Originally Posted by pyrozombie View Post
    back on topic

    found this code

    it should prevent the map to end

    setDevDvarIfUninitialized( "scr_nukeEndsGame", true );

    just change it to false

    ---------------------------------------------------------------------

    edit:

    forget what i said listen to jorndel and give him credits:P

    download the nuke.gsc

    out of the gsc rip collection

    #include common_scripts\utility; #include maps\mp\_utility; init() { prec - Pastebin.com

    search for

    nukeEndsGame = true;

    change that to false and your done
    Well, here is the FX's:
    loadfx( "explosions/player_death_nuke" );

    loadfx( "explosions/player_death_nuke_flash" );

    loadfx( "dust/nuke_aftermath_mp" );

    PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
    Sound Effect:
    player playlocalsound( "nuke_incoming" );

    player playlocalsound( "nuke_explosion" );

    player playlocalsound( "nuke_wave" );
    I have the answer:
    Want it?
    Last edited by Jorndel; 06-05-2011 at 04:32 PM.

     
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  14. #14
    pyrozombie's Avatar
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    tried my answer didnt work:S

    sorry for that

  15. #15
    Jorndel's Avatar
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    Quote Originally Posted by pyrozombie View Post
    tried my answer didnt work:S

    sorry for that
    @itz me_

    ____________________

    I want to give some credits to: @pyrozombie
    He made me make this

    Np, here is the answer:

    READ:
    The answer is here: (When you use the nuke.. It don't end the game. And No slow motion):
    Make a file name: _nuke.gsc add this: LINK: Nuke Fix - Pastebin.com
    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    
    init()
    {
    	precacheItem( "nuke_mp" );
    	precacheLocationSelector( "map_nuke_selector" );
    	precacheString( &"MP_TACTICAL_NUKE_CALLED" );
    	precacheString( &"MP_FRIENDLY_TACTICAL_NUKE" );
    	precacheString( &"MP_TACTICAL_NUKE" );
    
    	level._effect[ "nuke_player" ] = loadfx( "explosions/player_death_nuke" );
    	level._effect[ "nuke_flash" ] = loadfx( "explosions/player_death_nuke_flash" );
    	level._effect[ "nuke_aftermath" ] = loadfx( "dust/nuke_aftermath_mp" );
    
    	game["strings"]["nuclear_strike"] = &"MP_TACTICAL_NUKE";
    	
    	level.killstreakFuncs["nuke"] = ::tryUseNuke;
    
    	setDvarIfUninitialized( "scr_nukeTimer", 3 );
    	setDvarIfUninitialized( "scr_nukeCancelMode", 0 );
    	
    	level.nukeTimer = getDvarInt( "scr_nukeTimer" );
    	level.cancelMode = getDvarInt( "scr_nukeCancelMode" );
    	
    	/#
    	setDevDvarIfUninitialized( "scr_nukeDistance", 5000 );
    	setDevDvarIfUninitialized( "scr_nukeEndsGame", false );
    	setDevDvarIfUninitialized( "scr_nukeDebugPosition", false );
    	#/
    }
    
    tryUseNuke( lifeId, allowCancel )
    {
    	/* if( isDefined( level.nukeIncoming ) )
    	{
    		self iPrintLnBold( &"MP_NUKE_ALREADY_INBOUND" );
    		return false;	
    	} */
    
    	if ( self isUsingRemote() && ( !isDefined( level.gtnw ) || !level.gtnw ) )
    		return false;
    
    	if ( !isDefined( allowCancel ) )
    		allowCancel = true;
    
    	self thread doNuke( allowCancel );
    	self notify( "used_nuke" );
    	
    	return true;
    }
    
    delaythread_nuke( delay, func )
    {
    	level endon ( "nuke_cancelled" );
    	
    	wait ( delay );
    	
    	thread [[ func ]]();
    }
    
    doNuke( allowCancel )
    {
    	level endon ( "nuke_cancelled" );
    	
    	level.nukeInfo = spawnStruct();
    	level.nukeInfo.player = self;
    	level.nukeInfo.team = self.pers["team"];
    
    	level.nukeIncoming = true;
    	
    	maps\mp\gametypes\_gamelogic::pauseTimer();
    	level.timeLimitOverride = true;
    	setGameEndTime( int( gettime() + (level.nukeTimer * 1000) ) );
    	setDvar( "ui_bomb_timer", 4 ); // Nuke sets '4' to avoid briefcase icon showing
    	
    	if ( level.teambased )
    	{
    		thread teamPlayerCardSplash( "used_nuke", self, self.team );
    		/*
    		players = level.players;
    		
    		foreach( player in level.players )
    		{
    			playerteam = player.pers["team"];
    			if ( isdefined( playerteam ) )
    			{
    				if ( playerteam == self.pers["team"] )
    					player iprintln( &"MP_TACTICAL_NUKE_CALLED", self );
    			}
    		}
    		*/
    	}
    	else
    	{
    		if ( !level.hardcoreMode )
    			self iprintlnbold(&"MP_FRIENDLY_TACTICAL_NUKE");
    	}
    
    	level thread delaythread_nuke( (level.nukeTimer - 3.3), ::nukeSoundIncoming );
    	level thread delaythread_nuke( level.nukeTimer, ::nukeSoundExplosion );
    	level thread delaythread_nuke( level.nukeTimer, ::nukeSlowMo );
    	level thread delaythread_nuke( level.nukeTimer, ::nukeEffects );
    	level thread delaythread_nuke( (level.nukeTimer + 0.25), ::nukeVision );
    	//level thread delaythread_nuke( (level.nukeTimer + 1.5), ::nukeDeath );
    	level thread delaythread_nuke( (level.nukeTimer + 1.5), ::nukeEarthquake );
    	level thread nukeAftermathEffect();
    
    	if ( level.cancelMode && allowCancel )
    		level thread cancelNukeOnDeath( self ); 
    
    	// leaks if lots of nukes are called due to endon above.
    	clockObject = spawn( "script_origin", (0,0,0) );
    	clockObject hide();
    
    	while ( !isDefined( level.nukeDetonated ) )
    	{
    		clockObject playSound( "ui_mp_nukebomb_timer" );
    		wait( 1.0 );
    	}
    }
    
    cancelNukeOnDeath( player )
    {
    	player waittill_any( "death", "disconnect" );
    
    	if ( isDefined( player ) && level.cancelMode == 2 )
    		player thread maps\mp\killstreaks\_emp::EMP_Use( 0, 0 );
    
    
    	maps\mp\gametypes\_gamelogic::resumeTimer();
    	level.timeLimitOverride = false;
    
    	setDvar( "ui_bomb_timer", 0 ); // Nuke sets '4' to avoid briefcase icon showing
    
    	level notify ( "nuke_cancelled" );
    }
    
    nukeSoundIncoming()
    {
    	level endon ( "nuke_cancelled" );
    	
    	foreach( player in level.players )
    		player playlocalsound( "nuke_incoming" );
    }
    
    nukeSoundExplosion()
    {
    	level endon ( "nuke_cancelled" );
    
    	foreach( player in level.players )
    	{
    		player playlocalsound( "nuke_explosion" );
    		player playlocalsound( "nuke_wave" );
    	}
    }
    
    nukeEffects()
    {
    	level endon ( "nuke_cancelled" );
    
    	setDvar( "ui_bomb_timer", 0 );
    	setGameEndTime( 0 );
    
    	level.nukeDetonated = true;
    	level maps\mp\killstreaks\_emp::destroyActiveVehicles( level.nukeInfo.player );
    
    	foreach( player in level.players )
    	{
    		playerForward = anglestoforward( player.angles );
    		playerForward = ( playerForward[0], playerForward[1], 0 );
    		playerForward = VectorNormalize( playerForward );
    	
    		nukeDistance = 5000;
    		/# nukeDistance = getDvarInt( "scr_nukeDistance" );	#/
    
    		nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
    		nukeEnt setModel( "tag_origin" );
    		nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
    
    		/#
    		if ( getDvarInt( "scr_nukeDebugPosition" ) )
    		{
    			lineTop = ( nukeEnt.origin[0], nukeEnt.origin[1], (nukeEnt.origin[2] + 500) );
    			thread draw_line_for_time( nukeEnt.origin, lineTop, 1, 0, 0, 10 );
    		}
    		#/
    
    		nukeEnt thread nukeEffect( player );
    		player.nuked = true;
    	}
    }
    
    nukeEffect( player )
    {
    	level endon ( "nuke_cancelled" );
    
    	player endon( "disconnect" );
    
    	waitframe();
    	PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
    }
    
    nukeAftermathEffect()
    {
    	level endon ( "nuke_cancelled" );
    
    	level waittill ( "spawning_intermission" );
    	
    	afermathEnt = getEntArray( "mp_global_intermission", "classname" );
    	afermathEnt = afermathEnt[0];
    	up = anglestoup( afermathEnt.angles );
    	right = anglestoright( afermathEnt.angles );
    
    	PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
    }
    
    nukeSlowMo()
    {
    	level endon ( "nuke_cancelled" );
    
    	//SetSlowMotion( <startTimescale>, <endTimescale>, <deltaTime> )
    	setSlowMotion( 1.0, 0.25, 0.5 );
    	
    	setSlowMotion( 0.25, 1, 2.0 );
    }
    
    nukeVision()
    {
    	level endon ( "nuke_cancelled" );
    
    	level.nukeVisionInProgress = true;
    	visionSetNaked( "mpnuke", 3 );
    
    	level waittill( "nuke_death" );
    
    	visionSetNaked( "mpnuke_aftermath", 5 );
    	wait 5;
    	level.nukeVisionInProgress = undefined;
    }
    
    nukeDeath()
    {
    	level endon ( "nuke_cancelled" );
    	
    	level notify( "nuke_death" );
    	
    	
    	
    	AmbientStop(1);
    
    	foreach( player in level.players )
    	{
    		if ( isAlive( player ) )
    			player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( level.nukeInfo.player, level.nukeInfo.player, 0, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
    	}
    
    	level.postRoundTime = 10;
    
    	nukeEndsGame = false;
    
    }
    
    nukeEarthquake()
    {
    	level endon ( "nuke_cancelled" );
    
    	level waittill( "nuke_death" );
    
    	// TODO: need to get a different position to call this on
    	//earthquake( 0.6, 10, nukepos, 100000 );
    
    	//foreach( player in level.players )
    		//player PlayRumbleOnEntity( "damage_heavy" );
    }
    
    
    waitForNukeCancel()
    {
    	self waittill( "cancel_location" );
    	self setblurforplayer( 0, 0.3 );
    }
    
    endSelectionOn( waitfor )
    {
    	self endon( "stop_location_selection" );
    	self waittill( waitfor );
    	self thread stopNukeLocationSelection( (waitfor == "disconnect") );
    }
    
    endSelectionOnGameEnd()
    {
    	self endon( "stop_location_selection" );
    	level waittill( "game_ended" );
    	self thread stopNukeLocationSelection( false );
    }
    
    stopNukeLocationSelection( disconnected )
    {
    	if ( !disconnected )
    	{
    		self setblurforplayer( 0, 0.3 );
    		self endLocationSelection();
    		self.selectingLocation = undefined;
    	}
    	self notify( "stop_location_selection" );
    }
    Go in the _rank.gsc
    Add this to the doDvars()
    self thread maps\mp\gametypes\_nuke::init();
    this to give a nuke:
    self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", true );
    Last edited by Jorndel; 06-05-2011 at 04:39 PM.

     
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