Is it possible to make some booby traps? Like...open a door and you get blown up (ha), walk past a tree and then it falls on you (hehe), set a trip wire off and leap 400 meters in the air and spread yourself across 200 meters (teehehehe), stuff like that?
I wouldn't touch that if I were you....
Moderator: Moderators
I wouldn't touch that if I were you....
...BOOM! Hehe
Is it possible to make some booby traps? Like...open a door and you get blown up (ha), walk past a tree and then it falls on you (hehe), set a trip wire off and leap 400 meters in the air and spread yourself across 200 meters (teehehehe), stuff like that?
Is it possible to make some booby traps? Like...open a door and you get blown up (ha), walk past a tree and then it falls on you (hehe), set a trip wire off and leap 400 meters in the air and spread yourself across 200 meters (teehehehe), stuff like that?
Zip 
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You can do all of that stuff. The tree thing I think has to be done in Spearhead, using a derivative of the script that makes the trees fall over when you're on the AA Gun in the first mission. Blown up by opening a door is easy, though I can't claim to know how to do it. Something to do with a trigger_use, though that's fairly obvious. But here's something I do know (thanks to Clack's most recent experiment in mapping)... You can make ceilings and spikes fall when you reach a certain area and "squash" you. Clack, you wanna take it from here?
My warning meant nothing. You're dancing in quicksand. Why don't you watch where you're wandering? Why don't you watch where you're stumbling? You're in knee-deep and going in, and you may never come back again.
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<cough> Do what? <cough> I'm sorry... can't do it now... I've been really ill lately... I'll have to come back to this... Terribly sorry <cough> 
........
*Zip slides a lozenge across the table to Clackinizer*
Hope you feel better soon
Hehe, booby traps will work eh,
. I guess i should have posted this in scripts though
About the trees, does anyone know how you make those trees that fall down when shot by an aa gun? (Not the booby trap kind, the ones from Spearhead) Can you make an entire forest of them without ruining the FPS too much? (..."I know the enemy are in that forest Sgt. but I just can't see 'em"......*boom, bang, bang*......"Oh, now I see 'em"...)
I know about the spikes and squashing things (they're in Grabstatte), but I think they're a bit more jungle warfare. I don't know how to make them though
Hope you feel better soon
Hehe, booby traps will work eh,
About the trees, does anyone know how you make those trees that fall down when shot by an aa gun? (Not the booby trap kind, the ones from Spearhead) Can you make an entire forest of them without ruining the FPS too much? (..."I know the enemy are in that forest Sgt. but I just can't see 'em"......*boom, bang, bang*......"Oh, now I see 'em"...)
I know about the spikes and squashing things (they're in Grabstatte), but I think they're a bit more jungle warfare. I don't know how to make them though
Zip 
u need to make triggers on ur spikes, triggers than make damages. look at one of the tutorials on damaging health with triggers.
then maybe ur booby trap, if u want the player to fall in, while he steps on it, maybe give the trap a script object with a targetname of "trap". then in ur script, a simple one:
if($player isTouching $trap)
wait 0.2
$trap remove //with a hole below and some spikes with triggers that
// damage
end
ur script should have the part where the player damages himself with the trigger.
then maybe ur booby trap, if u want the player to fall in, while he steps on it, maybe give the trap a script object with a targetname of "trap". then in ur script, a simple one:
if($player isTouching $trap)
wait 0.2
$trap remove //with a hole below and some spikes with triggers that
// damage
end
ur script should have the part where the player damages himself with the trigger.
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moderator
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moderator
I used one of those falling trees in spearhead even had a script to make it fall but I shot it with an aa gun and it broke in half . Use one like addon_animate_natural_fallingtrees_tree01_omnifalling and check the tik for animations
animations
{
idle falling_tree01_idle.skc
pain_small falling_tree01_light_shudder.skc
{
client
{
first emitteron pain_small
last emitteroff pain_small
}
}
pain_medium falling_tree01_medium_shudder.skc
{
client
{
first emitteron pain_small
last emitteroff pain_small
}
}
pain_large falling_tree01_heavy_shudder.skc
{
client
{
first emitteron pain_small
last emitteroff pain_small
}
}
death falling_tree01_fall0.skc
{
client
{
0 commanddelay 2 emitteron smokingwood
0 originspawn
(
count 1
model models/fx/mortarBurst_tree.tik
offset 0 0 165
)
17 sound tree_fall_start
17 tagspawn tag_snowemitter01
(
model vsssource.spr
count 50
alpha 0.75
color 0.75 0.75 0.75
life 6
scalerate 0.75
randvel crandom 10 crandom 10 range -15 40
accel 0 0 -15
offset crandom 15 crandom 15 range -200 160
angles crandom 50 crandom 50 crandom 50
avelocity crandom 10 crandom 10 crandom 10
scalemin 0.35
scalemax 0.8
fadedelay 1
fadein 1
)
17 tagspawn tag_snowemitter01
(
model vsssource.spr
count 15
alpha 0.55
color 0.85 0.85 0.9
life 4
scalerate -0.25
randvel crandom 20 crandom 20 random 20
accel 0 0 -45
offset crandom 15 crandom 15 range -200 200
avelocity crandom 100 range -10 200 range -10 200
scalemin 0.15
scalemax 0.5
fadedelay 1.5
)
77 sound tree_fall_end
last commanddelay 10 emitteroff smokingwood
}
server
{
70 killtrace "0 0 50" "0 0 0" 11 176
last orientedbbox "-11 -11 0" "89 11 176" 0
}
}
/*QUAKED addon_animate_natural_fallingtrees_tree01_orientedfalling (0.0 .0 0.0) (0 0 0) (0 0 0) FALLEN_NOT_SOLID
Oriented Falling Tree
*/
most are for trees with snow but there are a couple for green trees
animations
{
idle falling_tree01_idle.skc
pain_small falling_tree01_light_shudder.skc
{
client
{
first emitteron pain_small
last emitteroff pain_small
}
}
pain_medium falling_tree01_medium_shudder.skc
{
client
{
first emitteron pain_small
last emitteroff pain_small
}
}
pain_large falling_tree01_heavy_shudder.skc
{
client
{
first emitteron pain_small
last emitteroff pain_small
}
}
death falling_tree01_fall0.skc
{
client
{
0 commanddelay 2 emitteron smokingwood
0 originspawn
(
count 1
model models/fx/mortarBurst_tree.tik
offset 0 0 165
)
17 sound tree_fall_start
17 tagspawn tag_snowemitter01
(
model vsssource.spr
count 50
alpha 0.75
color 0.75 0.75 0.75
life 6
scalerate 0.75
randvel crandom 10 crandom 10 range -15 40
accel 0 0 -15
offset crandom 15 crandom 15 range -200 160
angles crandom 50 crandom 50 crandom 50
avelocity crandom 10 crandom 10 crandom 10
scalemin 0.35
scalemax 0.8
fadedelay 1
fadein 1
)
17 tagspawn tag_snowemitter01
(
model vsssource.spr
count 15
alpha 0.55
color 0.85 0.85 0.9
life 4
scalerate -0.25
randvel crandom 20 crandom 20 random 20
accel 0 0 -45
offset crandom 15 crandom 15 range -200 200
avelocity crandom 100 range -10 200 range -10 200
scalemin 0.15
scalemax 0.5
fadedelay 1.5
)
77 sound tree_fall_end
last commanddelay 10 emitteroff smokingwood
}
server
{
70 killtrace "0 0 50" "0 0 0" 11 176
last orientedbbox "-11 -11 0" "89 11 176" 0
}
}
/*QUAKED addon_animate_natural_fallingtrees_tree01_orientedfalling (0.0 .0 0.0) (0 0 0) (0 0 0) FALLEN_NOT_SOLID
Oriented Falling Tree
*/
most are for trees with snow but there are a couple for green trees
The booby trap thing is really easy if you just do a small minefield setup. Use a 'trigger/multiple' sized right and give it key: $targetname value: minefield and then add this to your script file under 'main'... "exec global/minefield.scr::minefield_setup"
That'll set up the minefield/booby trap for the player to walk through after opening a door. I'm sure that the door itself could be setup to trigger the trigger as well and blow up....probably set the minefield trigger just offset from the walking area; give the door a targetname and then the minefield properties of key: $trigger and value: $doorname. Not sure, just guessing.
That'll set up the minefield/booby trap for the player to walk through after opening a door. I'm sure that the door itself could be setup to trigger the trigger as well and blow up....probably set the minefield trigger just offset from the walking area; give the door a targetname and then the minefield properties of key: $trigger and value: $doorname. Not sure, just guessing.
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nuggets
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why only SH??? falling trees are possible in AA also
create a trigger->multiple over the tree,
key: setthread
value: falling_tree_thread1
key: targetname
value: falling_tree_trigger1
create the tree
key: targetname
value: falling_tree1
then put in the script
falling_tree_thread1:
local.angles = (vector_toangles ($player.origin - falling_tree1.origin))
falling_tree1.angles = (0 (local.angles[1]+90) 0)
falling_tree1 time 1
falling_tree1 rotatezdown 90
falling_tree1 playsound m5l2a_pole_fall
falling_tree1 waitmove
self remove
end
i think that'll fall on you, it's a while since i last did that script
hopefully it's in the right language 
if there's more than 1 tree to fall instead of repeating that script everytime use
all_falling_tree:
local.angles = (vector_toangles ($player.origin - self.origin))
self.angles = (0 (local.angles[1]+90) 0)
self time 1
self rotatezdown 90
self playsound m5l2a_pole_fall
self waitmove
end
and then just re-use this bit
falling_tree_thread1:
falling_tree1 thread all_falling_tree
self remove
end
falling_tree_thread2:
falling_tree1 thread all_falling_tree
self remove
end
etc... etc...
btw this is my ghost if ur wondering about a post i did a couple of days ago
create a trigger->multiple over the tree,
key: setthread
value: falling_tree_thread1
key: targetname
value: falling_tree_trigger1
create the tree
key: targetname
value: falling_tree1
then put in the script
falling_tree_thread1:
local.angles = (vector_toangles ($player.origin - falling_tree1.origin))
falling_tree1.angles = (0 (local.angles[1]+90) 0)
falling_tree1 time 1
falling_tree1 rotatezdown 90
falling_tree1 playsound m5l2a_pole_fall
falling_tree1 waitmove
self remove
end
i think that'll fall on you, it's a while since i last did that script
if there's more than 1 tree to fall instead of repeating that script everytime use
all_falling_tree:
local.angles = (vector_toangles ($player.origin - self.origin))
self.angles = (0 (local.angles[1]+90) 0)
self time 1
self rotatezdown 90
self playsound m5l2a_pole_fall
self waitmove
end
and then just re-use this bit
falling_tree_thread1:
falling_tree1 thread all_falling_tree
self remove
end
falling_tree_thread2:
falling_tree1 thread all_falling_tree
self remove
end
etc... etc...
btw this is my ghost if ur wondering about a post i did a couple of days ago
hope this helps, prob not cos it's all foreign 2 me :-/
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