Search found 27 matches

by K.I.A.
Wed Mar 30, 2005 1:16 am
Forum: Scripting
Topic: Changing Message about Means of Death
Replies: 9
Views: 343

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 ...
by K.I.A.
Wed Mar 30, 2005 12:21 am
Forum: Mapping
Topic: Different water problem
Replies: 3
Views: 163

yes, all sides do. I get visual distortion that you normally get while under water and everything else seems right, just not the bubble trails.
by K.I.A.
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 ...
by K.I.A.
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 ...
by K.I.A.
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 ...
by K.I.A.
Sun Mar 27, 2005 11:01 pm
Forum: Scripting
Topic: Changing Message about Means of Death
Replies: 9
Views: 343

I have a similar problem, my message says "K.I.A. blew up." when I would like it to say "K.I.A. drowned." The thread is called 'ouch' and the trigger_multiple is called 'harm1'. My volume damage is set to 10 (every second).

I don't understand how to apply Elgan's solution, and where to put that ...
by K.I.A.
Tue Mar 09, 2004 9:04 am
Forum: Mapping
Topic: obj explosive not setting
Replies: 8
Views: 196

bodger, you are right, it works when i dont use static tank, unfortunately the non static tanks available have animated treads, i think i may abandon the whole tank idea, too much trouble
by K.I.A.
Mon Mar 08, 2004 11:47 pm
Forum: Mapping
Topic: obj explosive not setting
Replies: 8
Views: 196

i've got the bomb to set now. problem seems to be that there is a solid invisible box (bounding box?) around the tank. I have checked the non_solid box, but it doesn't make a difference. it sets fine when the explosive is away from the tank, but this is not a solution because solid box must go.
by K.I.A.
Mon Mar 08, 2004 11:25 am
Forum: Mapping
Topic: Jump length
Replies: 17
Views: 375

Thanks cheetohs for the tip on jumping big gaps. On 1 map i was seeing many players jumping a gap that i couldn't and i would fall to my death. Now i can do it no problem :)
by K.I.A.
Mon Mar 08, 2004 10:36 am
Forum: Mapping
Topic: obj explosive not setting
Replies: 8
Views: 196

nothing in console when i try to set.

as for the scripting, it did work at 1 point, so i am only looking for typos and those types of errors. if it does looks correct in syntax, then it must be a mapping problem.
by K.I.A.
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 ...
by K.I.A.
Sat Mar 06, 2004 11:17 am
Forum: Mapping
Topic: window
Replies: 5
Views: 156

I have now tried it put for myself. Worked like a charm.

Thanks tltrude :D
by K.I.A.
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 ...
by K.I.A.
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 ...
by K.I.A.
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 ...