yeah add a model with a fx and damage and u got a mine =D
Azumikkel:
Code:
self.mines = 2;
max = self.mines;
i = 0;
for(;;){
self waittill("F");
if(self.mines > 0 && self isOnGround()){
i++;
self PlayLocalSound( "javelin_clu_aquiring_lock" );
self.mines--;
self.mine[i] = spawn( "script_model", self.origin-(0,0,20) );
self.mine[i] setModel("c130_zoomrig");
self.mine[i] thread mines(self);}
else { self iPrintLnBold("Wait until a mine explodes - max mines at once: ",max); }}
Code:
mines(owner)
{
self endon("mine_exploded");
wait 5;
owner PlayLocalSound( "javelin_clu_lock" );
overcross = 0;
self setNormalHealth( 10 );
for(;;){
foreach(player in level.players)
if(distance(player.origin, self.origin) < 150)
overcross = 1;
if(overcross){
self playSound( "claymore_activated" );
owner PlayLocalSound( "javelin_clu_aquiring_lock" );
wait 0.10;
self playSound( "claymore_activated" );
owner PlayLocalSound( "javelin_clu_aquiring_lock" );
wait 0.10;
self playSound( "claymore_activated" );
owner PlayLocalSound( "javelin_clu_aquiring_lock" );
wait 0.30;
MagicBullet("ac130_40mm_mp", self.origin+(0,0,30), self.origin, owner);
owner.mines++;
wait 0.10;
self delete();
self notify("mine_exploded");}
wait 0.05;}
}