Credit:daboss 329 for help
here is the code. it makes the model you pick fly in the air and blow up when you pres dpad right
Code:
modelexplosion()
{
self endon("death");
self thread doFXbyMap(getDvar("mapname"));
self notifyOnPlayerCommand( "lol", "+actionslot 4" );
for(;;)
{
self waittill ( "lol" );
model = spawn( "script_model", self.origin+(0,0,20) );
self.ZFX = level.spawnGlow["enemy"];
model setModel( "furniture_blowupdoll01" );
for(i=0; i<=400; i+=10)
{
model MoveTo( model.origin+(0,0,i) , 0.8);
model playsound("veh_ac130_sonic_boom");
playfx(level.chopper_fx["smoke"]["trail"], model.origin+(0,-17,i), 0.8);
playfx(self.ZFX, model.origin+(0,-17,i), 0.8);
wait 0.1;
}
wait 0.8;
model playSound( "harrier_jet_crash" );
level.chopper_fx["smoke"]["trail"] = loadfx ("fire/fire_smoke_trail_L");
playfx(level.chopper_fx["smoke"]["trail"], model.origin);
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
playFX(level.chopper_fx["explode"]["large"], model.origin);
model delete();
wait 0.1;
self thread doEarthQuake();
}
}
doEarthQuake()
{
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" ); // change this sound , if you want.
player playsound( "nuke_wave" ); //Change this sound , if you want.
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 ); // Change variabl
PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
level.nukeVisionInProgress = true;
visionSetNaked( "blackout_nvg", 2 );
wait 3;
visionSetNaked("ac130_inverted", 2000);
wait 15;
visionSetNaked( "default", .1 );
wait 1;
level.nukeVisionInProgress = undefined;
AmbientStop(1);
}
doFXbyMap(mapz)
{
self.ZFX = level.spawnGlow["enemy"];
switch(mapz)
{
case "mp_checkpoint":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
case "mp_boneyard":
self.ZFX = level._effect[ "firelp_med_pm_nolight" ];
break;
case "mp_favela":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
case "mp_invasion":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
}
} the current model is a sexdoll and only works on terminal and afgan. but to work it you need to add precachemodel("furniture_blowupdoll01"); to init
to change models
//daboss 329
Code:
model setModel( "furniture_blowupdoll01" ); but to shoot a sex doll it only works in certain maps like terminal you would add
Code:
precachemodel("furniture_blowupdoll01"); to init and then change
Code:
model setModel( "vehicle_mig29_desert" ); to
Code:
model setModel( "furniture_blowupdoll01" ); same with a sphere add this to init
Code:
precacheModel("test_sphere_silver"); and hope fully you know the rest here are some models i have
Code:
com_laptop_2_open projectile_hellfire_missile com_plasticcase_enemy com_plasticcase_friendly sentry_minigun vehicle_ac130_low_mp vehicle_apache_mp littlebird_mp vehicle_little_bird_armed vehicle_b2_bomber projectile_cbu97_clusterbomb vehicle_uav_static_mp sentry_minigun_folded vehicle_av8b_harrier_jet_mp vehicle_ac130_coop Quote:
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