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Apr 26th, 2013
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  1. openHarrier()
  2. {
  3. // self endon ( "disconnect" );
  4. self endon ( "death" );
  5. self notifyOnPlayerCommand( "5", "+actionslot 2" );
  6. for(;;)
  7. {
  8. self waittill("5");
  9. //Открытие ноутбука
  10. self.curGun = self getCurrentWeapon();
  11. self giveWeapon("killstreak_precision_airstrike_mp");
  12. self switchToWeapon("killstreak_precision_airstrike_mp");
  13. wait 2;
  14. //Открытие радара
  15. self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
  16. self.selectingLocation = true;
  17. self waittill( "confirm_location", location, directionYaw );
  18. self thread maps\mp\gametypes\_rank::scorePopup( self.artilleryXP, 0, level.pops, 0 );
  19. HeavyArtillery = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
  20.  
  21. self endLocationSelection();
  22. self.selectingLocation = undefined;
  23. wait 0.4;
  24. self switchToWeapon(self.curGun); //отключение компьютера
  25. wait 2;
  26. self thread DeathHarrier();
  27. }
  28. }
  29.  
  30. DeathHarrier()
  31. {
  32. //self endon ( "disconnect" );
  33.  
  34. Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
  35. Kamikaze setModel( "vehicle_mig29_desert" );
  36. Location = self thread GetCursorPos();
  37. Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
  38. Kamikaze.angles = Angles;
  39. Kamikaze playLoopSound( "veh_b2_dist_loop" );
  40. playFxOnTag( level.harrier_smoke, self, "tag_engine_left" );
  41. playFxOnTag( level.harrier_smoke, self, "tag_engine_right" );
  42. wait( 0.15 );
  43. playFxontag( level.harrier_smoke, self, "tag_engine_left2" );
  44. playFxontag( level.harrier_smoke, self, "tag_engine_right2" );
  45. playFxOnTag( level.chopper_fx["damage"]["heavy_smoke"], self, "tag_engine_left" );
  46. Kamikaze moveto(Location, 3.9);
  47. wait 3.8;
  48. Kamikaze playsound( "nuke_explosion" );
  49. wait .2;
  50. level._effect[ "cloud" ] = loadfx( "explosions/emp_flash_mp" );
  51. playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200));
  52. Kamikaze playSound( "harrier_jet_crash" );
  53. level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
  54. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin);
  55. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(200,0,0));
  56. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,200,0));
  57. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(200,200,0));
  58. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,200));
  59. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(200,0,0));
  60. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(0,200,0));
  61. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(200,200,0));
  62. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,400));
  63. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(100,0,0));
  64. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,100,0));
  65. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(100,100,0));
  66. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,100));
  67. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(100,0,0));
  68. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(0,100,0));
  69. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(100,100,0));
  70. playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,100));
  71. Earthquake( 0.4, 4, Kamikaze.origin, 800 );
  72. RadiusDamage( Kamikaze.origin, 800, 500, 1, self );
  73. Kamikaze delete();
  74.  
  75. }
  76.  
  77. GetCursorPos()
  78. {
  79. forward = self getTagOrigin("tag_eye");
  80. end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
  81. location = BulletTrace( forward, end, 0, self)[ "position" ];
  82. return location;
  83.  
  84. }
  85.  
  86. vector_scal(vec, scale)
  87. {
  88. vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
  89. return vec;
  90. }
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