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ScriptzMoDz

BO2 Jericho Missles [GSC]

Sep 20th, 2014
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  1. //self thread initJericho()
  2. traceBullet()
  3. {
  4. return bulletTrace(self getEye(), self getEye()+vectorScale(anglesToForward(self getPlayerAngles()), 1000000), false, self)["position"];
  5. }
  6.  
  7. initJericho()
  8. {
  9. level.waypointGreen = loadFX("misc/fx_equip_tac_insert_light_grn");
  10. level.waypointRed = loadFX("misc/fx_equip_tac_insert_light_red");
  11. missilesReady = 0;
  12. numberOfMissiles = 10;
  13.  
  14. iPrintln("^5Fire To Select Nodes");
  15. while(missilesReady != numberOfMissiles)
  16. {
  17. self waittill("weapon_fired");
  18. target = traceBullet();
  19. mFx = spawnFx(level.waypointGreen, target, (0, 0, 1), (1, 0, 0));
  20. triggerFx(mFx);
  21. self thread spawnJerichoMissile(target, mFx);
  22. missilesReady++;
  23. }
  24. iPrintln("^5All Missile Paths Initialized, Fire Your Weapon To Launch");
  25. self waittill("weapon_fired");
  26. self notify("launchMissiles");
  27. }
  28.  
  29. spawnJerichoMissile(target, mFx)
  30. {
  31. self waittill("launchMissiles");
  32. mFx delete();
  33. mFx = spawnFx(level.waypointRed, target, (0, 0, 1), (1, 0, 0));
  34. triggerFx(mFx);
  35.  
  36. location = target+(0, 3500, 5000);
  37.  
  38. missile = spawn("script_model", location);
  39. missile setModel("projectile_sidewinder_missile");
  40. missile.angles = missile.angles+(90, 90, 90);
  41. missile.killcament = missile;
  42. missile rotateto(VectorToAngles(target - missile.origin), 0.01);
  43. wait 0.01;
  44.  
  45. time = 3;
  46. endLocation = BulletTrace(missile.origin, target, false, self)["position"];
  47. missile moveto(endLocation, time);
  48. wait time;
  49.  
  50. self playsound("wpn_rocket_explode");
  51. playFx(level.remote_mortar_fx["missileExplode"], missile.origin+(0, 0, 1));
  52. RadiusDamage(missile.origin, 450, 700, 350, self, "MOD_PROJECTILE_SPLASH", "remote_missile_bomblet_mp");
  53. missile delete();
  54. mFx delete();
  55. }
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