Spawned Weapons, Scripting and Destruction

Post your scripting questions / solutions here

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bdbodger
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Post by bdbodger »

Why use all those vehicle threads why not just do

mypflakthread:
self waittill death
self setaimtarget NULL
self playsound explode_flak88
radiusdamage self.origin 200 200
exec global/model.scr self.origin "models/fx/fx_tank_explosion.tik "
local.destroyed = spawn scriptmodel "model" "models/statweapons/flak88_d.tik "
local.destroyed.origin=self.origin
local.destroyed.angle=self.angles
self remove
end
Wolf-Man
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Posts: 5
Joined: Sun May 18, 2003 10:46 am

Post by Wolf-Man »

Ok, those last few threads work, but there's still the problem of the damaged flak appearing in the middle of the map.

here's what I have:

//Flak On Crossroads - Axis
local.flakcannon = spawn models/statweapons/P_flak88.tik
local.flakcannon.origin = ( -2000.00 900.00 424.00 )
local.flakcannon.angle = 30
local.flakcannon.scale = 1
local.flakcannon yawCenter 450
local.flakcannon maxYawoffset 50
local.flakcannon bulletDamage 30
local.flakcannon thread mypflakthread
//local.flakcannon solid

//Flak On Crossroads - Axis
local.flakcannon1 = spawn models/statweapons/P_flak88.tik
local.flakcannon1.origin = ( 4140.00 4040.00 9.00 )
local.flakcannon1.angle = 195
local.flakcannon1.scale = 1
local.flakcannon1 yawCenter 450
local.flakcannon1 maxYawoffset 50
local.flakcannon1 bulletDamage 30
local.flakcannon1 thread mypflakthread
//local.flakcannon1 solid

mypflakthread:
self waittill death
self setaimtarget NULL
self playsound explode_flak88
radiusdamage self.origin 200 200
exec global/model.scr self.origin "models/fx/fx_tank_explosion.tik "
local.destroyed = spawn scriptmodel "model" "models/statweapons/flak88_d.tik "
local.destroyed.origin=self.origin
local.destroyed.angle=self.angles
self remove
end
jv_map
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Location: The Netherlands
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Post by jv_map »

//Flak On Crossroads - Axis
local.flakcannon = spawn models/statweapons/P_flak88.tik
local.flakcannon.origin = ( -2000.00 900.00 424.00 )
local.flakcannon.angle = 30
local.flakcannon.scale = 1
local.flakcannon yawCenter 450
local.flakcannon maxYawoffset 50
local.flakcannon bulletDamage 30
local.flakcannon thread mypflakthread
//local.flakcannon solid

//Flak On Crossroads - Axis
local.flakcannon1 = spawn models/statweapons/P_flak88.tik
local.flakcannon1.origin = ( 4140.00 4040.00 9.00 )
local.flakcannon1.angle = 195
local.flakcannon1.scale = 1
local.flakcannon1 yawCenter 450
local.flakcannon1 maxYawoffset 50
local.flakcannon1 bulletDamage 30
local.flakcannon1 thread mypflakthread
//local.flakcannon1 solid
end

mypflakthread:
self waittill death
self setaimtarget NULL
self playsound explode_flak88
radiusdamage self.origin 200 200
exec global/model.scr self.origin "models/fx/fx_tank_explosion.tik "
local.destroyed = spawn scriptmodel "model" "models/statweapons/flak88_d.tik "
local.destroyed.origin=self.origin
local.destroyed.angle=self.angles
self remove
end

:wink:
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Sgt.Pepper
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Joined: Tue Feb 25, 2003 5:41 pm
Location: Canada

Post by Sgt.Pepper »

That did it. Funny how stuff like that will do it, hard as heck to guess at. Thanks gentlemen.

I suppose for mortars and nebelwerfers it would be a matter of adding the correct path to the destroyed objects .tik file.

Anyway, thanks.
Wolf-Man
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Posts: 5
Joined: Sun May 18, 2003 10:46 am

Post by Wolf-Man »

Yeah it worked! Thanks guys! Especially jv_map - thanks!
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