1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
11:
12:
13:
14:
15:
16:
17:
18:
19:
20:
21:
22:
23:
24:
25:
26:
27:
28:
29:
30:
31:
32:
33:
34:
35:
36:
37:
38:
39:
40:
41:
42:
43:
44:
45:
46:
47:
48:
|
bomb_fly()
{
explo_fx = loadfx ("explosions/fx_exp_rocket_metal");
phyExpMagnitude = 2;
minDamage = 1;
maxDamage = 250;
blastRadius = 250;
ran01 = RandomFloatRange( -50, 50 );
ran02 = RandomFloatRange( -50, 50 );
trace = bulletTrace( self.origin +( 0, 0, 0 ), self.origin +( 0, 0, -10000 ), false, self ); //Dies hier könnte dich interessieren
dropLocation = ( trace["position"] );
dropLocation += ( ran01, ran02, 15 );
dist = distance(self.origin, dropLocation);
bombSpeed = (1 / 1500 * dist);
self MoveTo( dropLocation, bombSpeed );
self Rotateto( self.angles + (90, 0, 0), bombSpeed );
self playloopsound ("artillery_whistle");
self waittill( "movedone" );
self StopLoopSound();
PlayFx ( explo_fx, self.origin );
self playsound ("artillery_impact");
self radiusDamage(self.origin + (0,0,30), blastRadius, maxDamage, minDamage, self.damageOwner, "MOD_EXPLOSIVE", "explodable_barrel" );
physicsExplosionSphere( self.origin + (0,0,30), blastRadius, blastRadius/2, phyExpMagnitude );
PlayRumbleOnPosition( "artillery_rumble", self.origin );
earthquake( 0.7, 3, self.origin, 800 );
wait .0025;
self delete();
}
|