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Опубликовано:

AWESOME!!! more more more :DD

Опубликовано:
  • Автор
Very nice!

Looks fantastic.

 

btw are there new weapons inside of the nuked map file? If yes, could you update your weapon pack, after this nice end game animation is finished?

To add new weapons without replacing existing ones, you have to edit the iw4m.dll, but the thing is, that you can't use the compiled dll until NTA releases extdll.

And even, i think the weapons are loaded from an external ff!

 

BTW: Updated again :)

Опубликовано:
Very nice!

Looks fantastic.

 

btw are there new weapons inside of the nuked map file? If yes, could you update your weapon pack, after this nice end game animation is finished?

To add new weapons without replacing existing ones, you have to edit the iw4m.dll, but the thing is, that you can't use the compiled dll until NTA releases extdll.

And even, i think the weapons are loaded from an external ff!

 

BTW: Updated again :)

So being open-source now is useless, because you cannot compile the code anymore (at least not without breaking Nuketown), because it is incomplete?

If thats the case, I really dislike that, since there were so many nice map and weapon mods, that all needed to modify it or also the theatre menu.

I guess it is all about the ARev guys, so in that case: "Well done, ARev faggots..."

Опубликовано:
Nope. What about the player counter?:D

well the nuketimer gsc-stuff from t5 worked well with iw4m, the populationcounter uses some function not included in iw4, will try to "port" that too...

*nvm stupid mistake

Опубликовано:

roll_sign()
{
tens_model = GetEnt( "counter_tens", "targetname" );
ones_model = GetEnt( "counter_ones", "targetname" );

step = ( 360 / 10 ); // 10 digits (0-9) on the dial

// put the dials at 0
ones = 0;
tens = 0;

tens_model RotateRoll( step, 0.05 );
ones_model RotateRoll( step, 0.05 );

for ( ;; )
{
	wait( 1 );

	for ( ;; )
	{
		num_players = getentarray( "player", "classname" ).size;

		dial = ones + ( tens * 10 );

		if ( num_players < dial )
		{
			ones--;
			time = 0.5;

			if ( ones < 0 )
			{
				ones = 9;
				tens_model RotateRoll( 0 - step, time );
				tens--;
			}

			ones_model RotateRoll( 0 - step, time );
			ones_model waittill( "rotatedone" );
		}
		else if ( num_players > dial )
		{
			ones++;
			time = 0.5;

			if ( ones > 9 )
			{
				ones = 0;
				tens_model RotateRoll( step, time );
				tens++;
			}

			ones_model RotateRoll( step, time );
			ones_model waittill( "rotatedone" );
		}
		else
		{
			break;
		}
	}
}
}

 

just use this:) changed num_players = getentarray( "player", "classname" ).size;

Опубликовано:

Hm awsome fx-s from bo :) sprinklers etc.

 

createfx folder/mp_nuked_fx.gsc

 

//_createfx generated. Do not touch!!
#include common_scripts\utility;
#include common_scripts\_createfx;
main()
{
// CreateFX entities placed: 136 
    	ent = createOneshotEffect( "fx_mp_nuked_double_rainbow" );
    	ent.v[ "origin" ] = ( -18617.3, 6521.43, 435.24 );
    	ent.v[ "angles" ] = ( 0, 336, -2 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_mp_nuked_double_rainbow";
    	ent.v[ "delay" ] = -15;

    	ent = createOneshotEffect( "fx_cloud3d_cmls_lg1" );
    	ent.v[ "origin" ] = ( -26810.3, 3966.24, 1058.69 );
    	ent.v[ "angles" ] = ( 282, 90, -90 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_cloud3d_cmls_lg1";
    	ent.v[ "delay" ] = -15;

    	ent = createOneshotEffect( "fx_cloud3d_cmls_lg1" );
    	ent.v[ "origin" ] = ( -15866.5, 15138.2, 8073.2 );
    	ent.v[ "angles" ] = ( 270, 0, 0 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_cloud3d_cmls_lg1";
    	ent.v[ "delay" ] = -15;

    	ent = createOneshotEffect( "fx_mp_nuked_sprinkler" );
    	ent.v[ "origin" ] = ( -651.249, 1046.18, -65.8594 );
    	ent.v[ "angles" ] = ( 270, 0, 0 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_mp_nuked_sprinkler";
    	ent.v[ "delay" ] = -15;

    	ent = createOneshotEffect( "fx_mp_nuked_sprinkler" );
    	ent.v[ "origin" ] = ( 498.514, -332.339, -62.7565 );
    	ent.v[ "angles" ] = ( 270, 0, 0 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_mp_nuked_sprinkler";
    	ent.v[ "delay" ] = -15;

    	ent = createOneshotEffect( "fx_mp_nuked_sprinkler" );
    	ent.v[ "origin" ] = ( 777.24, 1187.6, -63.1138 );
    	ent.v[ "angles" ] = ( 270, 0, 0 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_mp_nuked_sprinkler";
    	ent.v[ "delay" ] = -15;

    	ent = createOneshotEffect( "fx_mp_nuked_double_rainbow_lg" );
    	ent.v[ "origin" ] = ( -18617.3, 6521.43, 4242.24 );
    	ent.v[ "angles" ] = ( 0, 336, -2 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_mp_nuked_double_rainbow_lg";
    	ent.v[ "delay" ] = -15;
}

 

maps\mp\mp_nuked_fx.gsc

 

#include common_scripts\utility;

main()
{
thread precacheFX();
maps\createfx\mp_nuked_fx::main();
}

precacheFX()
{		
level._effect["fx_cloud3d_cmls_lg1"]												= loadfx("env/weather/fx_cloud3d_cmls_lg1");

level._effect["fx_mp_nuked_sprinkler"]											= loadfx( "maps/mp_maps/fx_mp_nuked_sprinkler" );			

level._effect["fx_mp_nuked_double_rainbow"]									= loadfx("maps/mp_maps/fx_mp_nuked_double_rainbow");	
level._effect["fx_mp_nuked_double_rainbow_lg"]							= loadfx("maps/mp_maps/fx_mp_nuked_double_rainbow_lg");	

level._effect["fx_mp_nuked_glint"]													= loadfx("maps/mp_maps/fx_mp_nuked_glint");	
level._effect["fx_mp_nuked_glint_sm"]												= loadfx("maps/mp_maps/fx_mp_nuked_glint_sm");
level._effect["fx_mp_nuked_glint_lg"]												= loadfx("maps/mp_maps/fx_mp_nuked_glint_lg");	
}

Опубликовано:
Hm awsome fx-s from bo :) sprinklers etc.

 

createfx folder/mp_nuked_fx.gsc

 

//_createfx generated. Do not touch!!
#include common_scripts\utility;
#include common_scripts\_createfx;
main()
{
// CreateFX entities placed: 136 
    	ent = createOneshotEffect( "fx_mp_nuked_double_rainbow" );
    	ent.v[ "origin" ] = ( -18617.3, 6521.43, 435.24 );
    	ent.v[ "angles" ] = ( 0, 336, -2 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_mp_nuked_double_rainbow";
    	ent.v[ "delay" ] = -15;

    	ent = createOneshotEffect( "fx_cloud3d_cmls_lg1" );
    	ent.v[ "origin" ] = ( -26810.3, 3966.24, 1058.69 );
    	ent.v[ "angles" ] = ( 282, 90, -90 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_cloud3d_cmls_lg1";
    	ent.v[ "delay" ] = -15;

    	ent = createOneshotEffect( "fx_cloud3d_cmls_lg1" );
    	ent.v[ "origin" ] = ( -15866.5, 15138.2, 8073.2 );
    	ent.v[ "angles" ] = ( 270, 0, 0 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_cloud3d_cmls_lg1";
    	ent.v[ "delay" ] = -15;

    	ent = createOneshotEffect( "fx_mp_nuked_sprinkler" );
    	ent.v[ "origin" ] = ( -651.249, 1046.18, -65.8594 );
    	ent.v[ "angles" ] = ( 270, 0, 0 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_mp_nuked_sprinkler";
    	ent.v[ "delay" ] = -15;

    	ent = createOneshotEffect( "fx_mp_nuked_sprinkler" );
    	ent.v[ "origin" ] = ( 498.514, -332.339, -62.7565 );
    	ent.v[ "angles" ] = ( 270, 0, 0 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_mp_nuked_sprinkler";
    	ent.v[ "delay" ] = -15;

    	ent = createOneshotEffect( "fx_mp_nuked_sprinkler" );
    	ent.v[ "origin" ] = ( 777.24, 1187.6, -63.1138 );
    	ent.v[ "angles" ] = ( 270, 0, 0 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_mp_nuked_sprinkler";
    	ent.v[ "delay" ] = -15;

    	ent = createOneshotEffect( "fx_mp_nuked_double_rainbow_lg" );
    	ent.v[ "origin" ] = ( -18617.3, 6521.43, 4242.24 );
    	ent.v[ "angles" ] = ( 0, 336, -2 );
    	ent.v[ "type" ] = "oneshotfx";
    	ent.v[ "fxid" ] = "fx_mp_nuked_double_rainbow_lg";
    	ent.v[ "delay" ] = -15;
}

 

maps\mp\mp_nuked_fx.gsc

 

#include common_scripts\utility;

main()
{
thread precacheFX();
maps\createfx\mp_nuked_fx::main();
}

precacheFX()
{		
level._effect["fx_cloud3d_cmls_lg1"]												= loadfx("env/weather/fx_cloud3d_cmls_lg1");

level._effect["fx_mp_nuked_sprinkler"]											= loadfx( "maps/mp_maps/fx_mp_nuked_sprinkler" );			

level._effect["fx_mp_nuked_double_rainbow"]									= loadfx("maps/mp_maps/fx_mp_nuked_double_rainbow");	
level._effect["fx_mp_nuked_double_rainbow_lg"]							= loadfx("maps/mp_maps/fx_mp_nuked_double_rainbow_lg");	

level._effect["fx_mp_nuked_glint"]													= loadfx("maps/mp_maps/fx_mp_nuked_glint");	
level._effect["fx_mp_nuked_glint_sm"]												= loadfx("maps/mp_maps/fx_mp_nuked_glint_sm");
level._effect["fx_mp_nuked_glint_lg"]												= loadfx("maps/mp_maps/fx_mp_nuked_glint_lg");	
}

awwww I was working on that :<

Опубликовано:
  • Автор
momo can you try using a slowmo for like a second or so for the nuke?

Hm, yeah. but there is none in blops. I'll try it. if it's good, i'll keep it. Anyways, the bomb drops now and the windows explode, but unfortunatly the plant has a missing fx. NTA might have to fix that.

Опубликовано:
momo can you try using a slowmo for like a second or so for the nuke?

Hm, yeah. but there is none in blops. I'll try it. if it's good, i'll keep it. Anyways, the bomb drops now and the windows explode, but unfortunatly the plant has a missing fx. NTA might have to fix that.

Just angle it differently to not show it ;P

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