This goes onPlayerSpawn
self thread AftermathSmoke();
Somewhere in missions
AftermathSmoke()
{
afermathEnt = getEntArray( "mp_global_intermission", "classname" );
afermathEnt = afermathEnt[0];
up = anglestoup( afermathEnt.angles );
right = anglestoright( afermathEnt.angles );
if((getDvar("mapname") == "mp_afghan") || (getDvar("mapname") == "mp_rust"))
{
PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
}
}