Nemisis tutorial page don't works thats very
plane help
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dietje_schietje
- Corporal
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- Joined: Wed Nov 19, 2008 8:20 pm
plane help
in my SP map i want that a plane flies over and drop a bom on a wall so i can proceed. I want to activate the plane with a trigger but how i do that?
Nemisis tutorial page don't works thats very
. Somebody know something of planes?
Nemisis tutorial page don't works thats very
....
bomber.scr wrote: // Plane/bombing system created by Mackey McCandlish.
//
// Before level waittill spawn "exec global/bomber.scr".
//
// Used in m3l3, m4l0, m5l1a, m5l1b, m5l3, m3l3, training, and maybe someplace else, who can say? (One of the DM levels too).
//
// Created a info_splinepath and click model and choose the plane you want to use. Choose one that ends with fly.tik.
//
// Copy the info_splinepath into a big line of them, of where you want the plane to fly through space.
//
// Link them all together.
//
// Give the first one a targetname of "bomberpath"
//
// Set this one's $mdl value to be equal to its model value.
//
// Rotate each individual info_splinepath. The way its rotated will determine what position the plane will be in when it flies
// through that point in space.
//
// You can set the "speed" key to multiplicably values. This defaults to 1. If you think 1 is too fast, set all the splines
// to a .speed of 0.5. Or set half of them to 0.5, and for that half the plane will fly at half speed.
//
// You can make the planes drop bombs by setting up similar paths using the model "ammo/us_bomb.tik", and the first spline
// on the path has targetname "bomber".
//
// Both the "bomber" and the "bomberpath" entities are given the same #set value, to associate them. You can give the bombers
// a $setthread value to make them run a thread in the level.script upon impact. They automatically do an explosion when they
// reach the end of their path.
//
// You can make triggers for the bombers with "trigger_multiple"s that have a targetname "bombertrigger" and the same #set
// number as the bomberpath, or you can do "thread global/bomber.scr::bomb #" where # is the #set number in question.
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dietje_schietje
- Corporal
- Posts: 29
- Joined: Wed Nov 19, 2008 8:20 pm
Code: Select all
main:
exec global/bomber.scr //starts SCRIPT
///(....) here your script, weapons, etcccccc
thread waitforbomb1
end
waitforbomb1:
$bomb1_trigger waittill trigger
thread global/bomber.scr::bomb 1 //BOMB plane with #set 1
iprintln "Incoming bomber!!"
endSomewthing like it, $bomb1_trigger is trigger multiple...
Model? Right click on radiant and find soemthnig like stuka_fly... then hit N, find "model" "vehicles/<modelname>" and copy it, this is your plane .tik file(model)... so set $mdl <planemodel.tik>..
You can copy ready bombers from obj_team2 (v2 rocket)... If u havent it decompiled just open .bsp file in text editor, find out for "bomber", and you'll see how its made.
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$oldier Of Ra
- Lieutenant Colonel
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That plane isn't flying anywhere, you need splinepaths.
Read the header of the bomber script attentively and carefully. You should be able to create those splinepaths in radiant, these will form the traject along which your plane will fly.
To those nodes, you apply the keys described in the header of the bomber-script.
Example:
Best to take the models which have a suffix "-fly"
$bomberpath is your first spline pathnode.
The others you must give targetnames as well so you can access them in your mapscript. In your mapscript you can add keys like .speed, if that speed key is higher than the .speed key of the previous node, the plane will accelerate!
Most importantly is to make sure ALL spline nodes, of the path your plane is taking, have the same .set integer (1 or 2 etc).
Once you create all pathnodes with their keys (described in the header of the bomberscript), you must link them together like so:
example:
And so on till the last.
Give the splinenodes where you want the plane to drop a bomb, the targetname "bomber".
Make sure this is all set up before level waittill spawn, perhaps use a waitthread command for the thread that sets this all up.
example:
And where you want the plane to start flying you put this in your script:
thread global/bomber.scr::bomb #
# must correspond with the .set value you inserted for all your splinepaths.
Read the header of the bomber script attentively and carefully. You should be able to create those splinepaths in radiant, these will form the traject along which your plane will fly.
To those nodes, you apply the keys described in the header of the bomber-script.
Example:
Code: Select all
$bomberpath.mdl = "vehicles/c47fly.tik" $bomberpath is your first spline pathnode.
The others you must give targetnames as well so you can access them in your mapscript. In your mapscript you can add keys like .speed, if that speed key is higher than the .speed key of the previous node, the plane will accelerate!
Most importantly is to make sure ALL spline nodes, of the path your plane is taking, have the same .set integer (1 or 2 etc).
Once you create all pathnodes with their keys (described in the header of the bomberscript), you must link them together like so:
example:
Code: Select all
$bomberpath.target = $spline_node2 //first on connects with the second
$spline_node2.target = $spline_node3
$spline_node3.target = $spline_node4
//...
Give the splinenodes where you want the plane to drop a bomb, the targetname "bomber".
Make sure this is all set up before level waittill spawn, perhaps use a waitthread command for the thread that sets this all up.
example:
Code: Select all
main:
//...
level waittill prespawn
waitthread setup_nodes
exec global/bomber.scr
level waittill spawn
end
nodes:
$bomberpath.mdl = "vehicles/c47fly.tik"
$bomberpath.set = 1
$spline_node2.set = 1
//...etc
$bomberpath.target = $spline_node2
//...etc
endthread global/bomber.scr::bomb #
# must correspond with the .set value you inserted for all your splinepaths.
Our official website: http://www.mohaairborne.co.cc
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For all your bot needs!!!!
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(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
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dietje_schietje
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$oldier Of Ra
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I don't understand what you are trying to say 
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
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dietje_schietje
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$oldier Of Ra
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Yes, apply the .angles value (syntax: ( X Y Z ) to every splinenode, when the plane gets to that node he will take over those angles, with this you can make the flight of the plane as natural as possible 
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
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dietje_schietje
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$oldier Of Ra
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How to make the wall explode? Well you're the mapper you tell me
, search the forum I'm sure it has been asked before. I know a map where you can blow up walls with a flak88. It's called Sahara. This is the map, but I and proximo have made a botaddon on this version. I can't seem to find the original :s
http://medalofhonor.filefront.com/file/ ... ddon;92887
Don't forgot to use the search button! After 6 years, many people have asked many things on this forum
http://medalofhonor.filefront.com/file/ ... ddon;92887
Don't forgot to use the search button! After 6 years, many people have asked many things on this forum
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.