Search found 72 matches

by BirdsofaFeather
Mon Jul 26, 2004 8:33 pm
Forum: Scripting
Topic: Command to destroy script_object like a crate, no explosion?
Replies: 7
Views: 175

I dont think he wants it player destroyable(at least not through random gunfire), but killed by an event instead
That is correct, I don't want players to be able to destroy it. I hadn't thought about changing the spawnflags, how would I deal damage to it manually through script?
by BirdsofaFeather
Sun Jul 25, 2004 4:49 pm
Forum: Scripting
Topic: Command to destroy script_object like a crate, no explosion?
Replies: 7
Views: 175

Command to destroy script_object like a crate, no explosion?

I know how to make a script object explode, but is there a way to make it "explode" like a crate, with no explosion, just the breaking apart effect? I have a wooden structure that I want to break apart like a crate at a certain time in script, and I don't want to have to split it up into segments ...
by BirdsofaFeather
Thu Jul 22, 2004 12:10 am
Forum: Scripting
Topic: Possible to move/bind a waypoint?
Replies: 20
Views: 482

Ahh cool. I think I found it just by experimenting, not sure if .2 seconds is really a game frame or not, but whatever. Making the net notsolid did the trick, I can't believe I didn't think of that before. Thanks for all your help.
by BirdsofaFeather
Wed Jul 21, 2004 4:14 am
Forum: Scripting
Topic: Possible to move/bind a waypoint?
Replies: 20
Views: 482

Yes bd, my weapon was actually already facing 0 before I made this post, so I did not have to move it. Forward vector still made the rock go straight backward, but that was not a problem. If I wanted to I could still use forward vector, I would just use a negative multiplier (ie * -20). The problem ...
by BirdsofaFeather
Tue Jul 20, 2004 8:49 pm
Forum: Scripting
Topic: Possible to move/bind a waypoint?
Replies: 20
Views: 482

Ok, one last question. If the velocity you set really is the change in origin over 20 game frames, does that mean that the speed could potentially change depending on how the individual's fps is? Since I have my rock moving at 2000 units per second through the waypoints until I turn on physics, I'd ...
by BirdsofaFeather
Tue Jul 20, 2004 4:44 pm
Forum: Scripting
Topic: Possible to move/bind a waypoint?
Replies: 20
Views: 482

I did a lot of experimenting with this. My first real problem was actually dealing with the type of siege weapon I made. I made a trebuchet, with a swinging net that launches the rock. I tried many different combonations of vectors and for a while was frustrated because the rock always seemed to ...
by BirdsofaFeather
Mon Jul 19, 2004 5:09 pm
Forum: Scripting
Topic: Possible to move/bind a waypoint?
Replies: 20
Views: 482

Here is the code for the exploderchunk script, he did indeed use physics, and some properties to set vectors. I don't understand how he set the initial speed though.


phyvel local.vec:
self physics_velocity ( local.vec )
wait 0.2
self physics_on 1
self physics_velocity ( local.vec )


end ...
by BirdsofaFeather
Mon Jul 19, 2004 4:48 pm
Forum: Scripting
Topic: Possible to move/bind a waypoint?
Replies: 20
Views: 482

Yeah, I tried having my rock move along a specified waypoint, and then turning physics on in midair, but then it behaves exactly like that func_falling rock, it just stops, falls, and bounces. I even tried turning on physics before launching the rock, and having my siege weapon physically move it ...
by BirdsofaFeather
Mon Jul 19, 2004 2:32 am
Forum: Scripting
Topic: Possible to move/bind a waypoint?
Replies: 20
Views: 482

Ok, forget how to turn physics on for the rock, I know how to do that. I need to know how to give it a starting velocity and cardinal direction. I tried turning on physics after I released (unbinded) it from the siege weapon, and it stopped in midair. I also tried turning on physics before I started ...
by BirdsofaFeather
Mon Jul 19, 2004 2:17 am
Forum: Scripting
Topic: Possible to move/bind a waypoint?
Replies: 20
Views: 482

Bdbodger, what luck. I just did a search on physics to find out how to do just what you said with the rock, and I found this topic that I forgot about. How do you turn on physics for the rock? I have found that this is really my only good option now. I used physics to create the path acurately ...
by BirdsofaFeather
Thu Jul 15, 2004 4:46 pm
Forum: Scripting
Topic: Possible to move/bind a waypoint?
Replies: 20
Views: 482

I have a siege weapon i've made, and it throws rocks along a waypoint path that I've made (the path is calculated exactly for gravity, pretty cool actually). But I want to be able to rotate the siege weapon and not have to make a new path for the rocks. I want the path to rotate with the weapon, I ...
by BirdsofaFeather
Wed Jul 14, 2004 10:12 pm
Forum: Scripting
Topic: Possible to move/bind a waypoint?
Replies: 20
Views: 482

Possible to move/bind a waypoint?

I've already tried to bind a waypoint to an object, no luck, so I'm not sure if I'm just doing it wrong or if it's not possible at all. The waypoint just doesn't move for some reason. If it's not possible, is there something I could use that is movable/bindable? I'm basically just trying to be able ...
by BirdsofaFeather
Tue Jul 13, 2004 11:05 pm
Forum: Scripting
Topic: Possible to use trigonometry functions in script? (sin, cos)
Replies: 2
Views: 123

yeah that's what I figured, darn
by BirdsofaFeather
Tue Jul 13, 2004 10:39 pm
Forum: Scripting
Topic: Possible to use trigonometry functions in script? (sin, cos)
Replies: 2
Views: 123

Possible to use trigonometry functions in script? (sin, cos)

Basically that, can you do more complex math in script like sin, cos, tan, and what would be the syntax for it?
by BirdsofaFeather
Sat Jul 10, 2004 3:36 pm
Forum: Mapping
Topic: Map in server?
Replies: 6
Views: 430

http://users.1st.net/kimberly/Tutorial/pakscapetut.htm

that page has a link to pakscape as well as a short tutorial with pictures on what to do.