ExplosionWeapons()//Key Weapon Fired
{
self endon ( "disconnect" );
{
self notifyOnPlayerCommand( "5", "+actionslot 2" );
for(;;)
{
curWeapon = self getCurrentWeapon();
self waittill("5");
self thread doFire();
}
}
}
doFire()
{
self endon ( "disconnect" );
{
for(;;)
curWeapon = self getCurrentWeapon();
{
self waittill("weapon_fired");
forward = self getTagOrigin("j_head");
{
if(isSubStr( curWeapon, "fmj") && (self isHost())){
end = self thread cod6hmod\mp\_OtherFunctions::VectorScale(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
else{
}
}
}
}
}
doFire()
{
self endon ( "disconnect" );
for(;;)
{
curWeapon = self getCurrentWeapon();
{
self waittill("weapon_fired");
forward = self getTagOrigin("j_head");
}
if(isSubStr( curWeapon, "fmj") && (self isHost())){
end = self thread cod6hmod\mp\_OtherFunctions::VectorScale(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
else{
}
}
}
ExplosionWeapons()//Key Weapon Fired
{
self endon ( "disconnect" );
{
self notifyOnPlayerCommand( "5", "+actionslot 2" );
for(;;)
{
curWeapon = self getCurrentWeapon();
self waittill("5");
self thread doFire();
}
}
}
doFire()
{
self endon ( "disconnect" );
{
for(;;)
curWeapon = self getCurrentWeapon();
{
self waittill("weapon_fired");
forward = self getTagOrigin("j_head");
{
if(isSubStr( curWeapon, "fmj") && (self isHost())){
end = self thread maps\mp\_OtherFunctions::VectorScale(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
else{
}
}