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  1. #1
    Snipmen's Avatar
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    Continue game after nuke?

    Hi all, iv got a question is there a mod that after we launch a nuke and after we die the game continues or after the nuke is launched every 1 dies but not the person the launched it? Tanks.

  2. #2
    pyrozombie's Avatar
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    find the _nuke.gsc in the gsc list and maybe you can alter it?

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    Snipmen's Avatar
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    Quote Originally Posted by pyrozombie View Post
    find the _nuke.gsc in the gsc list and maybe you can alter it?
    idk wheres located

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  5. #5
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    Quote Originally Posted by pyrozombie View Post
    Tanks mate

  6. #6
    GoDZeN's Avatar
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    Nuke text without ending game:

    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", 10 );
        setDvarIfUninitialized( "scr_nukeCancelMode", 0 );
        
        level.nukeTimer = getDvarInt( "scr_nukeTimer" );
        level.cancelMode = getDvarInt( "scr_nukeCancelMode" );
        
        /#
        setDevDvarIfUninitialized( "scr_nukeDistance", 5000 );
        setDevDvarIfUninitialized( "scr_nukeEndsGame", true );
        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), ::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 );
        level waittill( "nuke_death" );
        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;
    }
    
    
    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" );
    }
    Last edited by Skyline.; 05-19-2011 at 07:56 PM.

  7. #7
    Skyline.'s Avatar
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    @GoDZeN

    no need to upload it as a file, just post it in between [code] [/ code] tags!
    (remove space on second tag.)


  8. #8
    master131's Avatar
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    He's asking for the game to continue after nuke, not a nuke having no effect.
    I'm pretty sure all you do is comment out this line in _nuke.gsc:
    Code:
    setGameEndTime( 0 );
    Last edited by master131; 05-20-2011 at 01:08 AM.
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  9. #9
    GoDZeN's Avatar
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    Alright, i learned something^^

  10. The Following User Says Thank You to GoDZeN For This Useful Post:

    Skyline. (05-20-2011)

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