multiple objects to blow up

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HUNTER--{A}--
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multiple objects to blow up

Post by HUNTER--{A}-- »

I am creating an objective that by placing one bomb I want 3 different guns to blow up. I have tried naming all three guns identical but that does not work. What I have is: the bomb will set and explode. The three guns are displayed,but when the bomb explodes they do not change to the destroyed tik file
jv_map
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Post by jv_map »

In radiant, do you see three lines from your bomb to the guns?
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HUNTER--{A}--
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Post by HUNTER--{A}-- »

Yes I see the three blue lines running from the bomb to each of the three guns.
TheShiznaeSpe
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Post by TheShiznaeSpe »

are u using the #set key correctly?

-each explosion set (exploder, explodersmashed, exploderfire, explodertrigger) should have a unique set

-to set the "set," press n to bring up entity window (with entity selected)
-enter key #set
-enter value 1

-then for each other model in the set, give it the same #set and value
-for the other sets, just give different values-u follow? :)
HUNTER--{A}--
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Post by HUNTER--{A}-- »

No I'm sorry I don't follow what you mean. I figured each one would have to different some how but still be connected. I have not used #set. Where does it go?
Here is what I have:

Script object
$destroyed_model models/statweapons/20mmflak_d.tik
Model statweapons/20mmflak.tik
targetname gun_weapon1

this brings up the object
then i have

Trigger use
targetname gun_trigger1

this I place where I want the bomb to be

then I have

Script Model
$explosion_fx fx/fx_flak88_explosion.tik
$explosion_sound explode_aagun
$triggername gun_trigger1
model items//pulse_explosive.tik
target gun_weapon1
targetname gun_explosive1

this is the bomb, I place thetrigger over the bomb

then I have

script origin
targetname gun_target1

this I place over top of the guns

The first script object and the last script origin I have 3 of to create the 3 guns, the trigger use and the script model I have 1 of only

If you could copy and paste and make the changes it would be greatly appreciated

thanks
TheShiznaeSpe
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Post by TheShiznaeSpe »

i made ya a little tut, i'm pretty sure it's correct :D

http://www.warwickmedia.com/phpBB2/viewtopic.php?t=129
TheShiznaeSpe
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Post by TheShiznaeSpe »

Bjarne BZR
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Post by Bjarne BZR »

Check out http://www.planetmedalofhonor.com/rjuka ... orial.html
It follows the bomb and document tutorial I've got ( and that is also here on .map )
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HUNTER--{A}--
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Post by HUNTER--{A}-- »

OK I went to the link. I read the tut. This time can i have it in english. LOL
I am totally lost reading that tut. (yes it is probably me as I'm a noob at this still) I want to set one bomb and have 3 different guns explode. Right now because they are all scripted the same there are 3 blue lines running to each one and when i set the bomb and it goes off the game says the objective has been destroyed, the problem is the guns don't change to there destroyed tiks.
Bjarne BZR
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Post by Bjarne BZR »

Ohh sorry, gave U the wrong tut then... thought U wanted multiple bombs :oops:

Go here: http://www.planetmedalofhonor.com/rjuka ... orial.html

Basically: follow the tut...
All that should be blown up ( the flak88:s ) should have targetname exploder
The stuff that replaces the exploder after the bomb goes of should have targetname explodersmashed
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TheShiznaeSpe
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Post by TheShiznaeSpe »

have u tried the method i specified in my 2nd post over at the tr forums?

if it didn't work, i'd like to know, just so i can see where i messed up :D
HUNTER--{A}--
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Post by HUNTER--{A}-- »

yes I tried the method you suggested Shiznaespe I replied at the other post. That method rendered both the normal and destroyed model at the same time
HUNTER--{A}--
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Post by HUNTER--{A}-- »

SUCCESS!! thanks Bjarne BZR. :lol:
7th Es Cyborg
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Post by 7th Es Cyborg »

Hey hunter - long time no see - if you need help you can IM me. I'm not as good as others around here but I can get you quick answers on the basics stuff......
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