I don't know the syntax and valid commands for scripting, but I am hoping if I write what I want done in pseudocode, some1 can translate it for me.
ouch: // name of setthread in trigger_multiple
waited = 0 // identifier to give player 20 second delay before damage
while (player.is_in_trigger ...
Search found 27 matches
- Wed Mar 30, 2005 1:16 am
- Forum: Scripting
- Topic: Changing Message about Means of Death
- Replies: 9
- Views: 343
- Wed Mar 30, 2005 12:21 am
- Forum: Mapping
- Topic: Different water problem
- Replies: 3
- Views: 163
- Tue Mar 29, 2005 4:45 am
- Forum: Mapping
- Topic: Different water problem
- Replies: 3
- Views: 163
Different water problem
I am making a map where players can go underwater in places, and I am not getting the bubble trails from gunshots like I have seen before. I have seen this in a brush using misc_outside/river texture for example. In my map I am using misc_outside/canal_sludge on a script_object entity (the water ...
- Tue Mar 29, 2005 4:34 am
- Forum: Scripting
- Topic: Changing Message about Means of Death
- Replies: 9
- Views: 343
I have found a problem with volume damage and delays. Once triggered, the delay starts, and any other players entering the trigger dont get an individual delay time. ex. If player1 enters trigger, 15 seconds later player2 enters the trigger, player2 only get 5 seconds before recieving damage.
So I ...
So I ...
- Mon Mar 28, 2005 10:15 pm
- Forum: Scripting
- Topic: Changing Message about Means of Death
- Replies: 9
- Views: 343
OK, i should have explained that I am "scripting challenged". I was hoping some1 could spell it out for me here. right now i have a trigger_multiple with targetname harm1 and setthread ouch. (it also has a delay 20 and wait 1 though not really of importance here) In my script I have to following ...
- Sun Mar 27, 2005 11:01 pm
- Forum: Scripting
- Topic: Changing Message about Means of Death
- Replies: 9
- Views: 343
- Tue Mar 09, 2004 9:04 am
- Forum: Mapping
- Topic: obj explosive not setting
- Replies: 8
- Views: 196
- Mon Mar 08, 2004 11:47 pm
- Forum: Mapping
- Topic: obj explosive not setting
- Replies: 8
- Views: 196
- Mon Mar 08, 2004 11:25 am
- Forum: Mapping
- Topic: Jump length
- Replies: 17
- Views: 375
- Mon Mar 08, 2004 10:36 am
- Forum: Mapping
- Topic: obj explosive not setting
- Replies: 8
- Views: 196
- Sun Mar 07, 2004 2:16 pm
- Forum: Mapping
- Topic: obj explosive not setting
- Replies: 8
- Views: 196
obj explosive not setting
I had this working, but in the process of fixing other problems, i somehow messed it up. I have an obj explosive made using the "Blow up that multiplayer objective" tutorial on this site. I had tested it and got some nice explosions. Then, after a few alterations to my map and script, I can no ...
- Sat Mar 06, 2004 11:06 am
- Forum: Mapping
- Topic: switching between detailed and structural brushes
- Replies: 3
- Views: 114
switching between detailed and structural brushes
To reduce the compile times to test the map i am making, i made nearly every brush detailed, reducing my vis compile time to practically nothing. I thought this was a great idea until I tried switching some of the brushes back to structural to bring up my fps. Now when I compile, textures seem to ...
- Sat Mar 06, 2004 7:11 am
- Forum: Mapping
- Topic: undamaged model not disappearing after explosion
- Replies: 7
- Views: 150
Ok, after a real good think, and looking at the tutorial again, I decided that the most important part to make this happen, was the targetname/exploder key/value. This led me to discover that I'm a complete idiot, as I had the key "targetame" instead of "targetname"...
:oops:
Lesson learned: You ...
:oops:
Lesson learned: You ...
- Sat Mar 06, 2004 6:53 am
- Forum: Mapping
- Topic: undamaged model not disappearing after explosion
- Replies: 7
- Views: 150
undamaged model not disappearing after explosion
I have made a multiplayer obj using the "Blow up that multiplayer objective" in the multiplayer mapping tutorials on this site, using a king tiger tank as the model. I have followed the instructions precisely, only omitting the exploder chunks step. Everything works fine, except for once the ...