coolbunny1234

Untitled

Feb 5th, 2013
88
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.59 KB | None | 0 0
  1. //z is any effect
  2. //self thread Wrath("effect");
  3.  
  4. hurtzoms()
  5. {
  6. self endon("OSO");
  7. zombies = GetAiSpeciesArray( "axis", "all" );
  8. while(1)
  9. {
  10. for (i=0;i<zombies.size;i++)
  11. {
  12. if( distance( zombies[i].origin, self.strike ) < 1000 )
  13. {
  14. zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
  15. wait .1;
  16. }
  17. }
  18. }
  19. }
  20. vector_scal(vec, scale)
  21. {
  22. return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
  23. }
  24. Wrath(z)
  25. {
  26. self endon("OSO");
  27. players=get_players();
  28. for(;;)
  29. {
  30. if(self MeleeButtonPressed())
  31. {
  32. forward = self getTagOrigin("j_head");
  33. end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
  34. Location = BulletTrace( forward, end, 0, self )[ "position" ];
  35. self.wrath = Location;
  36. Earthquake( 0.6, 9, self.wrath, 1000 );
  37. self thread hurtzoms();
  38. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  39. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  40. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  41. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  42. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  43. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  44. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  45. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  46. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  47. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  48. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  49. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  50. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  51. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  52. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  53. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  54. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  55. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  56. self setClientDvar( "timescale", "0.9" );
  57. wait 0.1;
  58. self setClientDvar( "timescale", "0.8" );
  59. wait 0.1;
  60. self setClientDvar( "timescale", "0.7" );
  61. wait 0.1;
  62. self setClientDvar( "timescale", "0.6" );
  63. wait 0.2;
  64. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  65. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  66. playfx(level._effect["lightning_dog_spawn"], self.wrath);
  67. playfx(level._effect["rise_burst"], self.wrath);
  68. playfx(level._effect["rise_billow"], self.wrath);
  69. playfx(level._effect["rise_dust"], self.wrath);
  70. playfx( level._effect["mine_explosion"], self.wrath);
  71. playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
  72. self setClientDvar( "timescale", "0.5" );
  73. wait 0.4;
  74. self setClientDvar( "timescale", "0.4" );
  75. wait 0.5;
  76. self setClientDvar( "timescale", "0.3" );
  77. wait 0.7;
  78. self setClientDvar( "timescale", "0.2" );
  79. wait 0.8;
  80. self setClientDvar( "timescale", "1" );
  81. Earthquake( 2, 2, self.wrath, 2500 );
  82. playfx(loadfx(z), self.wrath);
  83. playfx(loadfx(z), self.wrath+(0,0,80));
  84. playfx(loadfx(z), self.wrath+(0,0,160));
  85. playfx( level._effect["mine_explosion"], self.wrath);
  86. playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
  87. Earthquake( 1.8, 1, self.wrath, 2500 );
  88. playfx(loadfx(z), self.wrath+(0,0,240));
  89. playfx(level._effect["rise_burst"], self.wrath);
  90. playfx(level._effect["rise_billow"], self.wrath);
  91. playfx(level._effect["rise_dust"], self.wrath);
  92. playfx( level._effect["mine_explosion"], self.wrath);
  93. Earthquake( 2, 2, self.wrath, 2500 );
  94. playfx(loadfx(z), self.wrath+(0,0,320));
  95. playfx(level._effect["mine_explosion"], self.wrath);
  96. playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
  97. Earthquake( 1.8, 5, self.wrath, 2500 );
  98. playfx(loadfx(z), self.wrath+(0,0,400));
  99. playfx(loadfx(z), self.wrath+(0,0,480));
  100. playfx(loadfx(z), self.wrath+(0,0,560));
  101. playfx(loadfx(z), self.wrath+(0,0,640));
  102. playfx(level._effect["rise_burst"], self.wrath);
  103. playfx(level._effect["rise_billow"], self.wrath);
  104. playfx(level._effect["rise_dust"], self.wrath);
  105. playfx( level._effect["mine_explosion"], self.wrath);
  106. Earthquake( 2, 2, self.wrath, 2500 );
  107. playfx(loadfx(z), self.wrath+(0,0,720));
  108. playfx(loadfx(z), self.wrath+(0,0,800));
  109. playfx(loadfx(z), self.wrath+(0,0,880));
  110. playfx(loadfx(z), self.wrath+(0,0,960));
  111. playfx( level._effect["mine_explosion"], self.wrath);
  112. playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
  113. Earthquake( 1.8, 2, self.wrath, 2500 );
  114. playfx(loadfx(z), self.wrath+(0,0,1040));
  115. self thread hurtzomsall();
  116. wait 2.5;
  117. playfx(loadfx(z), self.wrath);
  118. playfx(loadfx(z), self.wrath+(0,0,80));
  119. playfx(loadfx(z), self.wrath+(0,0,160));
  120. playfx(level._effect["rise_burst"], self.wrath);
  121. playfx(level._effect["rise_billow"], self.wrath);
  122. playfx(level._effect["rise_dust"], self.wrath);
  123. playfx( level._effect["mine_explosion"], self.wrath);
  124. Earthquake( 2, 2, self.wrath, 2500 );
  125. playfx(loadfx(z), self.wrath+(0,0,240));
  126. playfx(loadfx(z), self.wrath+(0,0,320));
  127. playfx(loadfx(z), self.wrath+(0,0,400));
  128. playfx(loadfx(z), self.wrath+(0,0,480));
  129. playfx( level._effect["mine_explosion"], self.wrath);
  130. playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
  131. Earthquake( 1.8, 2, self.wrath, 2500 );
  132. playfx(loadfx(z), self.wrath+(0,0,560));
  133. playfx(loadfx(z), self.wrath+(0,0,640));
  134. playfx(loadfx(z), self.wrath+(0,0,720));
  135. playfx(loadfx(z), self.wrath+(0,0,800));
  136. playfx(level._effect["rise_burst"], self.wrath);
  137. playfx(level._effect["rise_billow"], self.wrath);
  138. playfx(level._effect["rise_dust"], self.wrath);
  139. playfx( level._effect["mine_explosion"], self.wrath);
  140. Earthquake( 2, 2, self.wrath, 2500 );
  141. playfx(loadfx(z), self.wrath+(0,0,880));
  142. playfx(loadfx(z), self.wrath+(0,0,960));
  143. playfx(loadfx(z), self.wrath+(0,0,1040));
  144. self thread hurtzomsall();
  145. wait 2.5;
  146. playfx(loadfx(z), self.wrath);
  147. playfx(loadfx(z), self.wrath+(0,0,80));
  148. playfx(loadfx(z), self.wrath+(0,0,160));
  149. playfx(loadfx(z), self.wrath+(0,0,240));
  150. playfx(level._effect["rise_burst"], self.wrath);
  151. playfx(level._effect["rise_billow"], self.wrath);
  152. playfx(level._effect["rise_dust"], self.wrath);
  153. playfx( level._effect["mine_explosion"], self.wrath);
  154. Earthquake( 2, 2, self.wrath, 2500 );
  155. playfx(loadfx(z), self.wrath+(0,0,320));
  156. playfx(loadfx(z), self.wrath+(0,0,400));
  157. playfx(loadfx(z), self.wrath+(0,0,480));
  158. playfx( level._effect["mine_explosion"], self.wrath);
  159. playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
  160. Earthquake( 1.8, 2, self.wrath, 2500 );
  161. playfx(loadfx(z), self.wrath+(0,0,560));
  162. playfx(loadfx(z), self.wrath+(0,0,640));
  163. playfx(loadfx(z), self.wrath+(0,0,720));
  164. playfx(level._effect["rise_burst"], self.wrath);
  165. playfx(level._effect["rise_billow"], self.wrath);
  166. playfx(level._effect["rise_dust"], self.wrath);
  167. playfx( level._effect["mine_explosion"], self.wrath);
  168. Earthquake( 2, 2, self.wrath, 2500 );
  169. playfx(loadfx(z), self.wrath+(0,0,800));
  170. playfx(loadfx(z), self.wrath+(0,0,880));
  171. playfx( level._effect["mine_explosion"], self.wrath);
  172. playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
  173. Earthquake( 1.8, 2, self.wrath, 2500 );
  174. playfx(loadfx(z), self.wrath+(0,0,960));
  175. playfx(loadfx(z), self.wrath+(0,0,1040));
  176. wait 2.5;
  177. self notify("OSO");
  178. }
  179. wait .5;
  180. }
  181. }
  182. hurtzomsall()
  183. {
  184. self endon("OSO");
  185. zombies = GetAiSpeciesArray( "axis", "all" );
  186. while(1)
  187. {
  188. for (i=0;i<zombies.size;i++)
  189. {
  190. zombies[i] dodamage(zombies[i].health + 999999999, zombies[i].origin);
  191. wait .1;
  192. }
  193. }
  194. }
Advertisement
Add Comment
Please, Sign In to add comment