GSC Play during the end game event (Nuketown & Takeoff)

xTiibo

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Hello today I release a script for play during the nuclear explosion on Nuketown 2025 and the takeoff rocket on Takeoff.


Nuketown :
Code:
init_nuke_detonation()
{

level thread nukedetonation();
wait 0.001;
level thread resetcameraall();
}

nukedetonation()
{
level maps/mp/mp_nuketown_2020::nuke_detonation();
}

resetcameraall()
{
foreach(player in level.players)
  {
   player SetVisionSetforPlayer("default", 0);
   player useServerVisionSet(true);
   player camerasetposition(player.origin);
   player camerasetlookat();
   player cameraactivate( 0 );
  }
}

Takeoff :
Code:
init_takeoff_rocket()
{

level thread takeoff_rocket();
level thread resetcameraall();
}

takeoff_rocket()
{
level maps/mp/mp_takeoff::takeoff_end_game();
}

resetcameraall()
{
foreach(player in level.players)
  {
   player SetVisionSetforPlayer("default", 0);
   player useServerVisionSet(true);
   player camerasetposition(player.origin);
   player camerasetlookat();
   player cameraactivate( 0 );
  }
}
 

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The Dark Side

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Mine is similar to this! :smile: Good job bro! Check this out <3

Code:
leveleffectAct()
{
    if (tolower(getDvar("mapname")) == "mp_express")
    {
        level notify("train_start");
        self iPrintln("Train Start");
    }
    else if (tolower(getDvar("mapname")) == "mp_hydro")
        {
            level notify("hydro_water_rush");
            self iPrintln("Hydro Water Rush");
        }
    else if (tolower(getDvar("mapname")) == "mp_nuketown_2020")
        {
            self iPrintln("Nuketown Nuke");
            exploder( level.const_fx_exploder_nuke );
            bomb_loc = getent( "bomb_loc", "targetname" );
            bomb_loc playsound( "amb_end_nuke" );
        }
    else
        self iprintln("^1No Map Effect Here, Only On...");
        wait 1;
        self iPrintln("Nuketown, Hydro, Express.");
}
 
G

Gentle

Guest
Mine is similar to this! :smile: Good job bro! Check this out <3

Code:
leveleffectAct()
{
    if (tolower(getDvar("mapname")) == "mp_express")
    {
        level notify("train_start");
        self iPrintln("Train Start");
    }
    else if (tolower(getDvar("mapname")) == "mp_hydro")
        {
            level notify("hydro_water_rush");
            self iPrintln("Hydro Water Rush");
        }
    else if (tolower(getDvar("mapname")) == "mp_nuketown_2020")
        {
            self iPrintln("Nuketown Nuke");
            exploder( level.const_fx_exploder_nuke );
            bomb_loc = getent( "bomb_loc", "targetname" );
            bomb_loc playsound( "amb_end_nuke" );
        }
    else
        self iprintln("^1No Map Effect Here, Only On...");
        wait 1;
        self iPrintln("Nuketown, Hydro, Express.");
}
This was to play while its going on... not to start it
 

BullyWiiPlaza

Modder
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This is awesome :smile:
Mine is similar to this! :smile: Good job bro! Check this out <3
Code:
leveleffectAct()
{
    if (tolower(getDvar("mapname")) == "mp_express")
    {
        level notify("train_start");
        self iPrintln("Train Start");
    }
    else if (tolower(getDvar("mapname")) == "mp_hydro")
        {
            level notify("hydro_water_rush");
            self iPrintln("Hydro Water Rush");
        }
    else if (tolower(getDvar("mapname")) == "mp_nuketown_2020")
        {
            self iPrintln("Nuketown Nuke");
            exploder( level.const_fx_exploder_nuke );
            bomb_loc = getent( "bomb_loc", "targetname" );
            bomb_loc playsound( "amb_end_nuke" );
        }
    else
        self iprintln("^1No Map Effect Here, Only On...");
        wait 1;
        self iPrintln("Nuketown, Hydro, Express.");
}
It would be cleaner to use
Code:
level.script
for checking the map and without
Code:
toLower()
also.
 
Last edited:
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