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  1. #1
    GoDZeN's Avatar
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    Exclamation Pro modders only:P Start up killstreaks on spawn.

    Hello, when a match starts just when you spawned and the timmer is not telling anymore i want to start up a nuke inbouding. Someone can help my whit this? Thanks Cya.

  2. #2
    [WhA]4FunPlayinBackup's Avatar
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    Whaaaaaaaaat.....??

  3. #3
    Deathray75's Avatar
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    Quote Originally Posted by GoDZeN View Post
    Hello, when a match starts just when you spawned and the timmer is not telling anymore i want to start up a nuke inbouding. Someone can help my whit this? Thanks Cya.
    you can take the code from terminator invasion atm i can't give u code cuz im busy lol goodluckz

  4. #4
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    GoDZeN's Avatar
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    I can't search for it i dont know how pleas help my:/

  5. #5
    Arasonic's Avatar
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    self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", true );

    ..? lol

    get the _nuke gsc and do like,
    self thread doNuke( allowCancel );
    (I do know thats not the exact thing to do, cba to find it)
    Last edited by Arasonic; 12-01-2010 at 01:43 PM.

  6. #6
    DoubleDutch's Avatar
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    Uhm try this in proper English so people will be able to help you.

  7. #7
    Deathray75's Avatar
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    here the post on terminator invasion this does NOT kill anyone but as the makes start when the host move it gives a nuke effect

    Code:
    doArmageddon() {
                    self endon ( "disconnect" );
            	if( self isHost() ) 
       		{
    		wait 5;
                    player = self;
                    nukeDistance = 5000;
                    playerForward = anglestoforward( player.angles );
                    playerForward = ( playerForward[0], playerForward[1], 0 );
                    playerForward = VectorNormalize( playerForward );
                    nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
                    nukeEnt setModel( "tag_origin" );
                    nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
                    player playsound( "nuke_explosion" );
                    player playsound( "nuke_wave" );
                    PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin" );
                    afermathEnt = getEntArray( "mp_global_intermission", "classname" );
                    afermathEnt = afermathEnt[0];
                    up = anglestoup( afermathEnt.angles );
                    right = anglestoright( afermathEnt.angles );
                    earthquake( 0.6, 10, self.origin, 100000 );
                    PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
                    level.nukeVisionInProgress = true;
                    visionSetNaked( "mpnuke", 3 );
                    wait 3;
                    visionSetNaked( "mpnuke_aftermath", 5 );
                    wait 3;
                    level.nukeVisionInProgress = undefined;
                    AmbientStop(1);
    		self VisionSetNakedForPlayer("icbm_sunrise4", 20);
    		wait 100;
    		self thread doArmageddon();
                    }
    }
    Code by NeekokeeN 100% credit 2 him

    if your after something else like killing explosion then your going to need a diff code but you didn't tell us what kind you wanted =P

    //EDIT\\

    do you want a nuke to go off without a timer?
    because then you spawn then the game ends?

  8. #8
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    Thanks people for helping my

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