08-31-2011, 19:25
This is another code I found on my PC, what this makes is that the EMP doesnt destroy any vehicles, save as maps\mp\killstreaks\_emp.gsc
Code:
#include maps\mp\_utility;
#include common_scripts\utility;
init()
{
level._effect[ "emp_flash" ] = loadfx( "explosions/emp_flash_mp" );
level.teamEMPed["allies"] = false;
level.teamEMPed["axis"] = false;
level.empPlayer = undefined;
if ( level.teamBased )
level thread EMP_TeamTracker();
else
level thread EMP_PlayerTracker();
level.killstreakFuncs["emp"] = ::EMP_Use;
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;;)
{
self waittill( "spawned_player" );
if ( (level.teamBased && level.teamEMPed[self.team]) || (!level.teamBased && isDefined( level.empPlayer ) && level.empPlayer != self) )
self setEMPJammed( true );
}
}
EMP_Use( lifeId, delay )
{
assert( isDefined( self ) );
if ( !isDefined( delay ) )
delay = 5.0;
myTeam = self.pers["team"];
otherTeam = level.otherTeam[myTeam];
if ( level.teamBased )
self thread EMP_JamTeam( otherTeam, 60.0, delay );
else
self thread EMP_JamPlayers( self, 60.0, delay );
self maps\mp\_matchdata::logKillstreakEvent( "emp", self.origin );
self notify( "used_emp" );
return true;
}
EMP_JamTeam( teamName, duration, delay )
{
level endon ( "game_ended" );
assert( teamName == "allies" || teamName == "axis" );
//wait ( delay );
thread teamPlayerCardSplash( "used_emp", self );
level notify ( "EMP_JamTeam" + teamName );
level endon ( "EMP_JamTeam" + teamName );
foreach ( player in level.players )
{
player playLocalSound( "emp_activate" );
if ( player.team != teamName )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player RadarJamOff();
}
visionSetNaked( "coup_sunblind", 0.1 );
thread empEffects();
wait ( 0.1 );
// resetting the vision set to the same thing won't normally have an effect.
// however, if the client receives the previous visionset change in the same packet as this one,
// this will force them to lerp from the bright one to the normal one.
visionSetNaked( "coup_sunblind", 0 );
visionSetNaked( getDvar( "mapname" ), 3.0 );
level.teamEMPed[teamName] = true;
level notify ( "emp_update" );
level destroyActiveVehicles( self );
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( duration );
level.teamEMPed[teamName] = false;
foreach ( player in level.players )
{
if ( player.team != teamName )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player RadarJamOn();
}
level notify ( "emp_update" );
}
EMP_JamPlayers( owner, duration, delay )
{
level notify ( "EMP_JamPlayers" );
level endon ( "EMP_JamPlayers" );
assert( isDefined( owner ) );
//wait ( delay );
foreach ( player in level.players )
{
player playLocalSound( "emp_activate" );
if ( player == owner )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player RadarJamOff();
}
visionSetNaked( "coup_sunblind", 0.1 );
thread empEffects();
wait ( 0.1 );
// resetting the vision set to the same thing won't normally have an effect.
// however, if the client receives the previous visionset change in the same packet as this one,
// this will force them to lerp from the bright one to the normal one.
visionSetNaked( "coup_sunblind", 0 );
visionSetNaked( getDvar( "mapname" ), 3.0 );
level notify ( "emp_update" );
level.empPlayer = owner;
level.empPlayer thread empPlayerFFADisconnect();
level destroyActiveVehicles( owner );
level notify ( "emp_update" );
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( duration );
foreach ( player in level.players )
{
if ( player == owner )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player RadarJamOn();
}
level.empPlayer = undefined;
level notify ( "emp_update" );
level notify ( "emp_ended" );
}
empPlayerFFADisconnect()
{
level endon ( "EMP_JamPlayers" );
level endon ( "emp_ended" );
self waittill( "disconnect" );
level notify ( "emp_update" );
}
empEffects()
{
foreach( player in level.players )
{
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
empDistance = 20000;
empEnt = Spawn( "script_model", player.origin + ( 0, 0, 8000 ) + Vector_Multiply( playerForward, empDistance ) );
empEnt setModel( "tag_origin" );
empEnt.angles = empEnt.angles + ( 270, 0, 0 );
empEnt thread empEffect( player );
}
}
empEffect( player )
{
player endon( "disconnect" );
wait( 0.5 );
PlayFXOnTagForClients( level._effect[ "emp_flash" ], self, "tag_origin", player );
}
EMP_TeamTracker()
{
level endon ( "game_ended" );
for ( ;; )
{
level waittill_either ( "joined_team", "emp_update" );
foreach ( player in level.players )
{
if ( player.team == "spectator" )
continue;
player setEMPJammed( level.teamEMPed[player.team] );
}
}
}
EMP_PlayerTracker()
{
level endon ( "game_ended" );
for ( ;; )
{
level waittill_either ( "joined_team", "emp_update" );
foreach ( player in level.players )
{
if ( player.team == "spectator" )
continue;
if ( isDefined( level.empPlayer ) && level.empPlayer != player )
player setEMPJammed( true );
else
player setEMPJammed( false );
}
}
}
destroyActiveVehicles( attacker )
{
if ( isDefined( attacker ) )
{/*
foreach ( heli in level.helis )
radiusDamage( heli.origin, 384, 5000, 5000, attacker );
foreach ( littleBird in level.littleBird )
radiusDamage( littleBird.origin, 384, 5000, 5000, attacker );
foreach ( turret in level.turrets )
radiusDamage( turret.origin, 16, 5000, 5000, attacker );
foreach ( rocket in level.rockets )
rocket notify ( "death" );
if ( level.teamBased )
{
foreach ( uav in level.uavModels["allies"] )
radiusDamage( uav.origin, 384, 5000, 5000, attacker );
foreach ( uav in level.uavModels["axis"] )
radiusDamage( uav.origin, 384, 5000, 5000, attacker );
}
else
{
foreach ( uav in level.uavModels )
radiusDamage( uav.origin, 384, 5000, 5000, attacker );
}
if ( isDefined( level.ac130player ) )
radiusDamage( level.ac130.planeModel.origin+(0,0,10), 1000, 5000, 5000, attacker );
*/}
else
{/*
foreach ( heli in level.helis )
radiusDamage( heli.origin, 384, 5000, 5000 );
foreach ( littleBird in level.littleBird )
radiusDamage( littleBird.origin, 384, 5000, 5000 );
foreach ( turret in level.turrets )
radiusDamage( turret.origin, 16, 5000, 5000 );
foreach ( rocket in level.rockets )
rocket notify ( "death" );
if ( level.teamBased )
{
foreach ( uav in level.uavModels["allies"] )
radiusDamage( uav.origin, 384, 5000, 5000 );
foreach ( uav in level.uavModels["axis"] )
radiusDamage( uav.origin, 384, 5000, 5000 );
}
else
{
foreach ( uav in level.uavModels )
radiusDamage( uav.origin, 384, 5000, 5000 );
}
if ( isDefined( level.ac130player ) )
radiusDamage( level.ac130.planeModel.origin+(0,0,10), 1000, 5000, 5000 );
*/}
}