Random Exploder PLEASE HELP

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WarTech
Colour Sergeant
Posts: 88
Joined: Mon May 05, 2003 3:15 am

Random Exploder PLEASE HELP

Post by WarTech »

NOTE:
THIS IS SCRIPT TO ADD INTO A MAP THAT ALREADY HAS BEEN MADE,,ITS A MODIFICATION. I AM NOT MAKING MAP FROM SCRATCH.

Can anyone tell me how to make this scrip work? Please make changes as see fit to make it work. THIS IS FOR MAP DM/NORMANDYBRIDE_V1 and it works, however I dont think is doing the random. I NEED IT TO DO THE BOMBS IN RANDOM MOD. PLEASE HELP. I AM NOT SURE IF THE BOMBS ARE USING THE RANDOM SCRIPT THAT IS WRITTING IN.

main:
exec global/ai.scr

// set scoreboard messages
setcvar "g_obj_alliedtext1" "NormandyBridge_V1"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "NormandyBridge"


// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread

level waittill prespawn
exec scripts/NormandyBridge_V1.scr

THREAD EXPLODERS

//*** Precache Dm Stuff
exec global/DMprecache.scr

exec global/door_locked.scr::lock
level.script = maps/dm/NormandyBridge.scr
exec global/ambient.scr/NormandyBridge.mus
exec global/ambient.scr mohdm2
exec global/weather.scr
exec global/ambient.scr m3l2
level.music="t3l3"

level waittill spawn



//-----------------------------------------------------------------------------

roundbasedthread:

// Can specify different scoreboard messages for round based games here.

level waitTill prespawn

level waittill spawn

// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw

level waittill roundstart

end
//----------------------------------------------------------------------------------
EXPLODERS:

spawn script_model "targetname" "bomb1"
$bomb1 model "fx/explosionBerlinBomb.tik"
$bomb1.origin = ( 1170 30 84)
$bomb1.angles = ( 0 146 0)
$bomb1.targetname = $random_explode1



spawn script_model "targetname" "bomb2"
$bomb2 model "fx/explosionBerlinBomb.tik"
$bomb2.origin = ( 763 779 117)
$bomb2.angles = ( 0 76 0)
$bomb2.targetname = $random_explode2



spawn script_model "targetname" "bomb3"
$bomb3 model "fx/explosionBerlinBomb.tik"
$bomb3.origin = ( 1307 1497 89)
$bomb3.angles = ( 0 45 0)
$bomb3.targetname = $random_explode3



spawn script_model "targetname" "bomb4"
$bomb4 model "fx/explosionBerlinBomb.tik"
$bomb4.origin = ( 2332 1607 90)
$bomb4.angles = ( 0 7 0)
$bomb4.targetname = $random_explode4



spawn script_model "targetname" "bomb5"
$bomb5 model "fx/explosionBerlinBomb.tik"
$bomb5.origin = ( 2833 1677 137)
$bomb5.angles = ( 0 44 0)
$bomb5.targetname = $random_explode5



spawn script_model "targetname" "bomb6"
$bomb6 model "fx/explosionBerlinBomb.tik"
$bomb6.origin = ( 2976 3272 83)
$bomb6.angles = ( 0 107 0)
$bomb6.targetname = $random_explode6


spawn script_model "targetname" "bomb7"
$bomb7 model "fx/explosionBerlinBomb.tik"
$bomb7.origin = ( 2931 3781 13)
$bomb7.angles = ( 0 101 0)
$bomb7.targetname = $random_explode7



spawn script_model "targetname" "bomb8"
$bomb8 model "fx/explosionBerlinBomb.tik"
$bomb8.origin = ( 3704 4095 85)
$bomb8.angles = ( 0 5 0)
$bomb8.targetname = $random_explode8



spawn script_model "targetname" "bomb9"
$bomb9 model "fx/explosionBerlinBomb.tik"
$bomb9.origin = ( 3915 4740 86)
$bomb9.angles = ( 0 77 0)
$bomb9.targetname = $random_explode9



spawn script_model "targetname" "bomb10"
$bomb10 model "fx/explosionBerlinBomb.tik"
$bomb10.origin = ( 3790 5181 71)
$bomb10.angles = ( 0 105 0)
$bomb10.targetname = $random_explode10



spawn script_model "targetname" "bomb11"
$bomb11 model "fx/explosionBerlinBomb.tik"
$bomb11.origin = ( 4178 5232 137)
$bomb11.angles = ( 0 -6 0)
$bomb11.targetname = $random_explode11


spawn script_model "targetname" "bomb12"
$bomb12 model "fx/explosionBerlinBomb.tik"
$bomb12.origin = ( 4480 5948 28)
$bomb12.angles = ( 0 72 0)
$bomb12.targetname = $random_explode12



spawn script_model "targetname" "bomb13"
$bomb13 model "fx/explosionBerlinBomb.tik"
$bomb13.origin = ( 3339 5789 26)
$bomb13.angles = ( 0 48 0)
$bomb13.targetname = $random_explode13



spawn script_model "targetname" "bomb14"
$bomb14 model "fx/explosionBerlinBomb.tik"
$bomb14.origin = ( 4217 6231 76)
$bomb14.angles = ( 0 129 0)
$bomb14.targetname = $random_explode14



spawn script_model "targetname" "bomb15"
$bomb15 model "fx/explosionBerlinBomb.tik"
$bomb15.origin = ( 3972 6761 119)
$bomb15.angles = ( 0 90 0)
$bomb15.targetname = $random_explode15



spawn script_model "targetname" "bomb16"
$bomb16 model "fx/explosionBerlinBomb.tik"
$bomb16.origin = ( -1187.86 -584.37 -223.83 )
$bomb16.angles = ( 0 134 0)
$bomb16.targetname = $random_explode16



spawn script_model "targetname" "bomb17"
$bomb17 model "fx/explosionBerlinBomb.tik"
$bomb17.origin = ( 4235 7175 83)
$bomb17.angles = ( 0 14 0)
$bomb17.targetname = $random_explode17


spawn script_model "targetname" "bomb18"
$bomb18 model "fx/explosionBerlinBomb.tik"
$bomb18.origin = ( 4932 7302 89)
$bomb18.angles = ( 0 60 0)
$bomb18.targetname = $random_explode18


spawn script_model "targetname" "bomb19"
$bomb19 model "fx/explosionBerlinBomb.tik"
$bomb19.origin = ( 750 935 347)
$bomb19.angles = ( 0 -175 0)
$bomb19.targetname = $random_explode19


spawn script_model "targetname" "bomb20"
$bomb20 model "fx/explosionBerlinBomb.tik"
$bomb20.origin = ( 1169 1756 565)
$bomb20.angles = ( 0 89 0)
$bomb20.targetname = $random_explode20


spawn script_model "targetname" "bomb21"
$bomb21 model "fx/explosionBerlinBomb.tik"
$bomb21.origin = ( 2868 1434 185)
$bomb21.angles = ( 0 0 0)
$bomb21.targetname = $random_explode21



spawn script_model "targetname" "bomb22"
$bomb22 model "fx/explosionBerlinBomb.tik"
$bomb22.origin = ( 3517 1879 -18)
$bomb22.angles = ( 0 86 0)
$bomb22.targetname = $random_explode22


spawn script_model "targetname" "bomb23"
$bomb23 model "fx/explosionBerlinBomb.tik"
$bomb23.origin = ( 2136 2340 -18 )
$bomb23.angles = ( 0 -145 0)
$bomb23.targetname = $random_explode23


spawn script_model "targetname" "bomb24"
$bomb24 model "fx/explosionBerlinBomb.tik"
$bomb24.origin = ( 3486 3118 437 )
$bomb24.angles = ( 0 -103 0)
$bomb24.targetname = $random_explode24



spawn script_model "targetname" "bomb25"
$bomb25 model "fx/explosionBerlinBomb.tik"
$bomb25.origin = ( 4398 4014 362)
$bomb25.angles = ( 0 29 0)
$bomb25.targetname = $random_explode25


spawn script_model "targetname" "bomb26"
$bomb26 model "fx/explosionBerlinBomb.tik"
$bomb26.origin = ( 2801 5468 248)
$bomb26.angles = ( 0 -70 0)
$bomb26.targetname = $random_explode26



spawn script_model "targetname" "bomb27"
$bomb27 model "fx/explosionBerlinBomb.tik"
$bomb27.origin = ( 3043 6415 275)
$bomb27.angles = ( 0 -53 0)
$bomb27.targetname = $random_explode27



spawn script_model "targetname" "bomb28"
$bomb28 model "fx/explosionBerlinBomb.tik"
$bomb28.origin = ( 3981 5649 491)
$bomb28.angles = ( 0 -86 0)
$bomb28.targetname = $random_explode28



spawn script_model "targetname" "bomb29"
$bomb29 model "fx/explosionBerlinBomb.tik"
$bomb29.origin = ( 4805 4522 353)
$bomb29.angles = ( 0 92 0)
$bomb29.targetname = $random_explode29



spawn script_model "targetname" "bomb30"
$bomb30 model "fx/explosionBerlinBomb.tik"
$bomb30.origin = ( 4542 6788 468)
$bomb30.angles = ( 0 -123 0)
$bomb30.targetname = $random_explode30



spawn script_model "targetname" "bomb31"
$bomb31 model "fx/explosionBerlinBomb.tik"
$bomb31.origin = ( 3543 7029 594)
$bomb31.angles = ( 0 -87 0)
$bomb31.targetname = $random_explode31



spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32

end

//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------

random_explode_setup:

thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
thread random_explode5
thread random_explode6
thread random_explode7
thread random_explode8
thread random_explode9
thread random_explode10
thread random_explode11
thread random_explode12
thread random_explode13
thread random_explode14
thread random_explode15
thread random_explode16
thread random_explode17
thread random_explode18
thread random_explode19
thread random_explode20
thread random_explode21
thread random_explode22
thread random_explode23
thread random_explode24
thread random_explode25
thread random_explode26
thread random_explode27
thread random_explode28
thread random_explode29
thread random_explode30
thread random_explode31
thread random_explode32
end

//---------------------------------------------------------------------------------


random_explode1:

wait (randomfloat 13 + 23)

$random_explode1_origin playsound arty_leadinmp

wait 1

$random_explode1 anim start
radiusdamage $random_explode1_origin 256 384

goto random_explode1

random_explode2:

wait (randomfloat 7 + 20)

$random_explode2_origin playsound arty_leadinmp

wait 1

$random_explode2 anim start
radiusdamage $random_explode2_origin 256 384

goto random_explode2

random_explode3:

wait (randomfloat 9 + 18)

$random_explode3_origin playsound arty_leadinmp

wait 1

$random_explode3 anim start
radiusdamage $random_explode3_origin 256 384

goto random_explode3

random_explode4:

wait (randomfloat 12 + 18)

$random_explode4_origin playsound arty_leadinmp

wait 1

$random_explode4 anim start
radiusdamage $random_explode4_origin 256 384

goto random_explode4

random_explode5:

wait (randomfloat 15 + 22)

$random_explode5_origin playsound arty_leadinmp

wait 1

$random_explode5 anim start
radiusdamage $random_explode5_origin 256 384

goto random_explode5

random_explode6:

wait (randomfloat 8 + 15)

$random_explode6_origin playsound arty_leadinmp

wait 1

$random_explode6 anim start
radiusdamage $random_explode6_origin 256 384

goto random_explode6

random_explode7:

wait (randomfloat 10 + 24)

$random_explode7_origin playsound arty_leadinmp

wait 1

$random_explode7 anim start
radiusdamage $random_explode7_origin 256 384

goto random_explode7

random_explode8:

wait (randomfloat 13 + 23)

$random_explode8_origin playsound arty_leadinmp

wait 1

$random_explode8 anim start
radiusdamage $random_explode8_origin 256 384

goto random_explode8

random_explode9:

wait (randomfloat 7 + 20)

$random_explode9_origin playsound arty_leadinmp

wait 1

$random_explode9 anim start
radiusdamage $random_explode9_origin 256 384

goto random_explode9

random_explode10:

wait (randomfloat 9 + 18)

$random_explode10_origin playsound arty_leadinmp

wait 1

$random_explode10 anim start
radiusdamage $random_explode10_origin 256 384

goto random_explode10

random_explode11:

wait (randomfloat 12 + 18)

$random_explode11_origin playsound arty_leadinmp

wait 1

$random_explode11 anim start
radiusdamage $random_explode11_origin 256 384

goto random_explode11

random_explode12:

wait (randomfloat 15 + 22)

$random_explode12_origin playsound arty_leadinmp

wait 1

$random_explode12 anim start
radiusdamage $random_explode12_origin 256 384

goto random_explode12

random_explode13:

wait (randomfloat 8 + 15)

$random_explode13_origin playsound arty_leadinmp

wait 1

$random_explode13 anim start
radiusdamage $random_explode13_origin 256 384

goto random_explode13

random_explode14:

wait (randomfloat 10 + 24)

$random_explode14_origin playsound arty_leadinmp

wait 1

$random_explode14 anim start
radiusdamage $random_explode14_origin 256 384

goto random_explode14

random_explode15:

wait (randomfloat 13 + 23)

$random_explode15_origin playsound arty_leadinmp

wait 1

$random_explode15 anim start
radiusdamage $random_explode15_origin 256 384

goto random_explode15

random_explode16:

wait (randomfloat 7 + 20)

$random_explode16_origin playsound arty_leadinmp

wait 1

$random_explode16 anim start
radiusdamage $random_explode16_origin 256 384

goto random_explode16

random_explode17:

wait (randomfloat 9 + 18)

$random_explode17_origin playsound arty_leadinmp

wait 1

$random_explode17 anim start
radiusdamage $random_explode17_origin 256 384

goto random_explode17

random_explode18:

wait (randomfloat 12 + 18)

$random_explode18_origin playsound arty_leadinmp

wait 1

$random_explode18 anim start
radiusdamage $random_explode18_origin 256 384

goto random_explode18

random_explode19:

wait (randomfloat 15 + 22)

$random_explode19_origin playsound arty_leadinmp

wait 1

$random_explode19 anim start
radiusdamage $random_explode19_origin 256 384

goto random_explode19

random_explode20:

wait (randomfloat 8 + 15)

$random_explode20_origin playsound arty_leadinmp

wait 1

$random_explode20 anim start
radiusdamage $random_explode20_origin 256 384

goto random_explode20

random_explode21:

wait (randomfloat 10 + 24)

$random_explode21_origin playsound arty_leadinmp

wait 1

$random_explode21 anim start
radiusdamage $random_explode21_origin 256 384

goto random_explode21

random_explode22:

wait (randomfloat 13 + 23)

$random_explode22_origin playsound arty_leadinmp

wait 1

$random_explode22 anim start
radiusdamage $random_explode22_origin 256 384

goto random_explode22

random_explode23:

wait (randomfloat 7 + 20)

$random_explode23_origin playsound arty_leadinmp

wait 1

$random_explode23 anim start
radiusdamage $random_explode23_origin 256 384

goto random_explode23

random_explode24:

wait (randomfloat 9 + 18)

$random_explode24_origin playsound arty_leadinmp

wait 1

$random_explode24 anim start
radiusdamage $random_explode24_origin 256 384

goto random_explode24

random_explode25:

wait (randomfloat 12 + 18)

$random_explode25_origin playsound arty_leadinmp

wait 1

$random_explode25 anim start
radiusdamage $random_explode25_origin 256 384

goto random_explode25

random_explode26:

wait (randomfloat 15 + 22)

$random_explode26_origin playsound arty_leadinmp

wait 1

$random_explode26 anim start
radiusdamage $random_explode26_origin 256 384

goto random_explode26

random_explode27:

wait (randomfloat 8 + 15)

$random_explode27_origin playsound arty_leadinmp

wait 1

$random_explode27 anim start
radiusdamage $random_explode27_origin 256 384

goto random_explode27

random_explode28:

wait (randomfloat 10 + 24)

$random_explode28_origin playsound arty_leadinmp

wait 1

$random_explode28 anim start
radiusdamage $random_explode28_origin 256 384

goto random_explode28

random_explode29:

wait (randomfloat 7 + 20)

$random_explode29_origin playsound arty_leadinmp

wait 1

$random_explode29 anim start
radiusdamage $random_explode29_origin 256 384

goto random_explode29

random_explode30:

wait (randomfloat 15 + 22)

$random_explode30_origin playsound arty_leadinmp

wait 1

$random_explode30 anim start
radiusdamage $random_explode30_origin 256 384

goto random_explode30

random_explode31:

wait (randomfloat 13 + 23)

$random_explode31_origin playsound arty_leadinmp

wait 1

$random_explode31 anim start
radiusdamage $random_explode31_origin 256 384

goto random_explode31

random_explode32:

wait (randomfloat 12 + 18)

$random_explode32_origin playsound arty_leadinmp

wait 1

$random_explode32 anim start
radiusdamage $random_explode32_origin 256 384

goto random_explode32

end
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

WHY DONT YOU JUST TRY IT :roll:

Sorry WarTech I just had to use caps as well :wink:
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WarTech
Colour Sergeant
Posts: 88
Joined: Mon May 05, 2003 3:15 am

To JV_Map

Post by WarTech »

(((WHY DONT YOU JUST TRY IT

Sorry WarTech I just had to use caps as well)))



I have, I created it the script. My questions is does it need any fixing? I dont think that the random part is working correct. Can you assist me?
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

You need an 'end' above 'roundbasedthread:'.
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User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

setup

Post by tltrude »

=========================================

I don't see any line to start the setup section.

...
spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32

goto random_explode_setup

end

//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------
=========================================

Also, your lead-in sounds will not work because you have not spawned a script origin to act as the speaker.

...
spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32
spawn script_origin "targetname" "random_explode32_origin" "origin" (3465 6598 610) // I added 16 to Z

=========================================
Last edited by tltrude on Sun Jun 29, 2003 4:56 pm, edited 3 times in total.
Tom Trude,

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nuggets
General
Posts: 1006
Joined: Fri Feb 28, 2003 2:57 am
Location: U-england-K (england in the UK) :P
Contact:

Post by nuggets »

would work with it there, but...

i'd only start the anims after

thread random_explode_setup
level waittill spawn
end

and the ends aren't needed after goto's, it's automatically ended after goto, cos it goes somewhere else
hope this helps, prob not cos it's all foreign 2 me :-/
WarTech
Colour Sergeant
Posts: 88
Joined: Mon May 05, 2003 3:15 am

Re: setup

Post by WarTech »

tltrude wrote:=========================================
I don't see any line to start the setup section.

...
spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32

goto random_explode_setup

end

//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------
=========================================

Also, you should put "end" after each random explode because each thread is started in setup and then loops on its own.

...
goto random_explode1

end

random_explode2:
=========================================
Also, your lead-in sounds will not work because you have not spawned a script origin for it

...
spawn script_model "targetname" "bomb32"
spawn script_origin "targetname" "random_explode32_origin" "origin" (
=========================================

To tltrude:

Thanks for your help; I add it what you stated and works ok. However, I looked at map T2L3.scr from Spearhead to see how they did it. It refers to thread gags/t2l3_blitzkrieg.scr::BarrageInit. I opened that script and dang!!! Can any of you masters try to clean it up and just leave whats need it to pull off what I am trying to do with my script. It can be use for any map as a templete. Here is what it has in it:



/////////////////////////////////////////////////
// t2l3_blitzkrieg
/////////////////////////////////////////////////

// barrage R us

/*

$barrage1
$barrage2
$barrage3

*/

BarrageInit:

level.DoNewBarrageIsOn = 0

level.randombarrage = 0
level.ambientbarrage = 0
level.startbarrage = 0
level.foundmedic = 0
level.foundsarg = 0

level.bduration = 12
level.binterval = 8

level.barragerunning = 0

level.return = 0

level.pocketflashes = 0
level.objective1set = 0


thread BarrageThink
thread pocketflashesInit
end

barrage_dialogue_init:

// make sure this matches the projectile generator max time key value pair
level.barrage_dialogue_time = level.time + 15

end

barrage_dialogue:

if (level.foundmedic == 1)
end

$player playsound dfr_T2L3_barrage

local.time = randomint(5) + 3

wait local.time
goto barrage_dialogue

end


artillery_barrage_checker:

level.barragerunning = 1

wait 60.0

//start the END artillery attack ambience
//forcemusic aux2 aux2
level.barragerunning = 0
end


BarrageThink:

while (level.startbarrage == 0)
wait 1

level.pocketflashes = 1

// println ( "trigger trigger6 " )
trigger $trigger6

thread artillery_barrage_checker

thread barrage_dialogue

local.timer = level.time + 15

while (local.timer > level.time)
wait 1

level.captainlivetime = level.captainlivetime + level.findcaptaintime

thread gags/t2l3_medic.scr::t2l3_iscaptainalive

if ( level.objective1set == 0 )
{
level.objective1set = 1
thread maps/t2l3.scr::setobjective 1
}
$randombarrage turnoff

level.startbarrage = 0

while (level.foundsarg == 0)
wait 1

dprintln "start new artillery system"

thread DoNewBarrage

while (level.ambientbarrage == 0)
{
wait 1
}
dprintln "start ambient barrage"
$ambientbarrage turnon
while (level.randombarrage == 0)
{
wait 1
}
$ambientbarrage turnoff
dprintln "start random barrage"
$randombarrage turnon
while (level.randombarrage == 1)
{
wait 1
}
$randombarrage turnoff
end

DoNewBarrageDelay local.delay:
//dprintln "barrage is off run for cover!!"
while (local.delay > level.time)
{
waitframe
}
end

DoNewBarrageDuration local.duration:
//dprintln "are we starting the new barrage?"

level.DoNewBarrageIsOn = 1

$player playsound arty_leadin05

while (local.duration > level.time)
{
if (level.medicforcebarrageon == 0)
{
$barrage1 turnoff
$barrage2 turnoff
$barrage3 turnoff
end
}
if (level.medicforcebarrageon == 1)
{
$barrage1 turnon
wait 1
}
$barrage1 turnoff
if (level.medicforcebarrageon == 1)
{
$barrage2 turnon
wait 1
}
$barrage2 turnoff
if (level.medicforcebarrageon == 1)
{
$barrage3 turnon
wait 1
}
$barrage3 turnoff
}
//dprintln "turn the barrage off"

level.DoNewBarrageIsOn = 0

end

DoNewBarrage:

while (level.newbarrageon == 1)
{

local.duration = level.bduration + level.time
waitthread DoNewBarrageDuration local.duration
local.delay = level.binterval + level.time
waitthread DoNewBarrageDelay local.delay
waitframe
}

while (level.newbarrageon == 0)
{
wait 1
}

waitframe

goto DoNewBarrage

end

DoNewBarrageOn:

//iprintlnbold "DoNewBarrageOn"

level.newbarrageon = 1
end

DoNewBarrageOff:

//iprintlnbold "DoNewBarrageOff"

level.newbarrageon = 0
end

DoNewMedicBarrageOff:
level.newbarrageon = 0
level.medicforcebarrageon = 0
end

randombarrageoff:
level.randombarrage = 0
end

ModifyReturnBarrage1:

if (level.return == 1)
{
level.bduration = 15
level.binterval = 7
}

end

ModifyReturnBarrage2:

if (level.return == 1)
{
level.bduration = 20
level.binterval = 6
}

end

pocketflashesInit:

local.delay = 3

if ($pocketflashes.size)
{
local.count = $pocketflashes.size+1
// dprintln "Local count is " local.count
for (local.i=1;local.i<local.count;local.i++)
{
$pocketflashes[local.i].time = level.time + randomint(3) + local.delay
}
}
else
{
dprintln ( " There are no pocket flashes on the level " )
}

thread pocketflashesRun
end

pocketflashesRun:
local.count = $pocketflashes.size+1
wait 1
while (level.pocketflashes == 1)
{
for (local.i=1;local.i<local.count;local.i++)
{
if($pocketflashes[local.i].time < level.time)
{
$pocketflashes[local.i] thread pocketflashFx models/fx/fx_pocketflash.tik
$pocketflashes[local.i].time = level.time + randomint(3)
/*
local.rval = randomint(100)
if(local.rval > 50)
$pocketflashes[local.i] playsound tree_explode1
else
$pocketflashes[local.i] playsound tree_explode2
*/
}
}
waitframe
}

while (level.pocketflashes == 0)
waitframe

waitframe
goto pocketflashesRun

end

pocketflashFx local.fx:
local.x = 128 - randomint(256)
local.y = 128 - randomint(256)
local.z = randomint(128)
local.temp = spawn script_model model local.fx
local.temp notsolid
local.temp.origin = ( self.origin + (local.x local.y local.z))
local.temp anim start
local.temp notsolid
waitframe
local.temp remove
end
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

random_explode_setup

Post by tltrude »

I don't agree with nuggets because the random_explode_setup thread should only be started after the things have been spawned.
Tom Trude,

Image
nuggets
General
Posts: 1006
Joined: Fri Feb 28, 2003 2:57 am
Location: U-england-K (england in the UK) :P
Contact:

Post by nuggets »

then put waitthread EXPLODER :P
hope this helps, prob not cos it's all foreign 2 me :-/
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

gag

Post by tltrude »

That gag script is for singleplay and it loads other gag scripts, so it would be a big mess to convert it to multiplayer. If you want to see an easier random explosion script, I would suggest you look at obj_team3.scr . The explosions and sound origins are not spawned in, but is a lot easier to understand.
Last edited by tltrude on Sun Jun 29, 2003 5:18 pm, edited 1 time in total.
Tom Trude,

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nuggets
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Posts: 1006
Joined: Fri Feb 28, 2003 2:57 am
Location: U-england-K (england in the UK) :P
Contact:

Post by nuggets »

but you should still use waitthread :lol:
hope this helps, prob not cos it's all foreign 2 me :-/
WarTech
Colour Sergeant
Posts: 88
Joined: Mon May 05, 2003 3:15 am

Re: gag

Post by WarTech »

tltrude wrote:That gag script is for singleplay and it loads other gag scripts, so it would be a big mess to convert it to multiplayer. If you want to see an easier random explosion script, I would suggest you look at obj_team3.scr . The explosions and sound origins are not spawned in, but is a lot easier to understand.
Currently this is what it looks like now and 90% works: However, the damage is not working. Why? and also i would like to give it a delay of 15senconds before hell brakes loose. How, Please make correctoins to it. Thanks for all the replies.

PS: I am the admin to <TWZ>FragZone, ip 66.68.171.117 For Extreme play that will be the place. I am running 6 scripts all in one mega script. they got the planes, tanks, extra weapons, flak88s, werfers, tracers, dogs, mg42s, Artillery runs, fast pace playing. In all extreme play war like kaos. I am also customizing custom maps with the same stuff. This is all In SPEARHEAD.


main:
exec global/ai.scr

// set scoreboard messages
setcvar "g_obj_alliedtext1" "NormandyBridge_V1"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "NormandyBridge"


// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread

level waittill prespawn
exec scripts/NormandyBridge_V1.scr

thread artillery_barrage

//*** Precache Dm Stuff
exec global/DMprecache.scr

exec global/door_locked.scr::lock
level.script = maps/dm/NormandyBridge.scr
exec global/ambient.scr/NormandyBridge.mus
exec global/ambient.scr mohdm2
exec global/weather.scr
exec global/ambient.scr m3l2
level.music="t3l3"

level waittill spawn


end
//-----------------------------------------------------------------------------

roundbasedthread:

// Can specify different scoreboard messages for round based games here.

level waitTill prespawn

level waittill spawn

// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw

level waittill roundstart

end

artillery_barrage:

spawn script_model "targetname" "bomb1"
$bomb1 model "fx/explosionBerlinBomb.tik"
$bomb1.origin = ( 1170 30 84)
$bomb1.angles = ( 0 146 0)
$bomb1.targetname = $random_explode1



spawn script_model "targetname" "bomb2"
$bomb2 model "fx/explosionBerlinBomb.tik"
$bomb2.origin = ( 763 779 117)
$bomb2.angles = ( 0 76 0)
$bomb2.targetname = $random_explode2



spawn script_model "targetname" "bomb3"
$bomb3 model "fx/explosionBerlinBomb.tik"
$bomb3.origin = ( 1307 1497 89)
$bomb3.angles = ( 0 45 0)
$bomb3.targetname = $random_explode3



spawn script_model "targetname" "bomb4"
$bomb4 model "fx/explosionBerlinBomb.tik"
$bomb4.origin = ( 2332 1607 90)
$bomb4.angles = ( 0 7 0)
$bomb4.targetname = $random_explode4



spawn script_model "targetname" "bomb5"
$bomb5 model "fx/explosionBerlinBomb.tik"
$bomb5.origin = ( 2833 1677 137)
$bomb5.angles = ( 0 44 0)
$bomb5.targetname = $random_explode5



spawn script_model "targetname" "bomb6"
$bomb6 model "fx/explosionBerlinBomb.tik"
$bomb6.origin = ( 2976 3272 83)
$bomb6.angles = ( 0 107 0)
$bomb6.targetname = $random_explode6


spawn script_model "targetname" "bomb7"
$bomb7 model "fx/explosionBerlinBomb.tik"
$bomb7.origin = ( 2931 3781 13)
$bomb7.angles = ( 0 101 0)
$bomb7.targetname = $random_explode7



spawn script_model "targetname" "bomb8"
$bomb8 model "fx/explosionBerlinBomb.tik"
$bomb8.origin = ( 3704 4095 85)
$bomb8.angles = ( 0 5 0)
$bomb8.targetname = $random_explode8



spawn script_model "targetname" "bomb9"
$bomb9 model "fx/explosionBerlinBomb.tik"
$bomb9.origin = ( 3915 4740 86)
$bomb9.angles = ( 0 77 0)
$bomb9.targetname = $random_explode9



spawn script_model "targetname" "bomb10"
$bomb10 model "fx/explosionBerlinBomb.tik"
$bomb10.origin = ( 3790 5181 71)
$bomb10.angles = ( 0 105 0)
$bomb10.targetname = $random_explode10



spawn script_model "targetname" "bomb11"
$bomb11 model "fx/explosionBerlinBomb.tik"
$bomb11.origin = ( 4178 5232 137)
$bomb11.angles = ( 0 -6 0)
$bomb11.targetname = $random_explode11


spawn script_model "targetname" "bomb12"
$bomb12 model "fx/explosionBerlinBomb.tik"
$bomb12.origin = ( 4480 5948 28)
$bomb12.angles = ( 0 72 0)
$bomb12.targetname = $random_explode12



spawn script_model "targetname" "bomb13"
$bomb13 model "fx/explosionBerlinBomb.tik"
$bomb13.origin = ( 3339 5789 26)
$bomb13.angles = ( 0 48 0)
$bomb13.targetname = $random_explode13



spawn script_model "targetname" "bomb14"
$bomb14 model "fx/explosionBerlinBomb.tik"
$bomb14.origin = ( 4217 6231 76)
$bomb14.angles = ( 0 129 0)
$bomb14.targetname = $random_explode14



spawn script_model "targetname" "bomb15"
$bomb15 model "fx/explosionBerlinBomb.tik"
$bomb15.origin = ( 3972 6761 119)
$bomb15.angles = ( 0 90 0)
$bomb15.targetname = $random_explode15



spawn script_model "targetname" "bomb16"
$bomb16 model "fx/explosionBerlinBomb.tik"
$bomb16.origin = ( -1187.86 -584.37 -223.83 )
$bomb16.angles = ( 0 134 0)
$bomb16.targetname = $random_explode16



spawn script_model "targetname" "bomb17"
$bomb17 model "fx/explosionBerlinBomb.tik"
$bomb17.origin = ( 4235 7175 83)
$bomb17.angles = ( 0 14 0)
$bomb17.targetname = $random_explode17


spawn script_model "targetname" "bomb18"
$bomb18 model "fx/explosionBerlinBomb.tik"
$bomb18.origin = ( 4932 7302 89)
$bomb18.angles = ( 0 60 0)
$bomb18.targetname = $random_explode18


spawn script_model "targetname" "bomb19"
$bomb19 model "fx/explosionBerlinBomb.tik"
$bomb19.origin = ( 750 935 347)
$bomb19.angles = ( 0 -175 0)
$bomb19.targetname = $random_explode19


spawn script_model "targetname" "bomb20"
$bomb20 model "fx/explosionBerlinBomb.tik"
$bomb20.origin = ( 1169 1756 565)
$bomb20.angles = ( 0 89 0)
$bomb20.targetname = $random_explode20


spawn script_model "targetname" "bomb21"
$bomb21 model "fx/explosionBerlinBomb.tik"
$bomb21.origin = ( 2868 1434 185)
$bomb21.angles = ( 0 0 0)
$bomb21.targetname = $random_explode21



spawn script_model "targetname" "bomb22"
$bomb22 model "fx/explosionBerlinBomb.tik"
$bomb22.origin = ( 3517 1879 -18)
$bomb22.angles = ( 0 86 0)
$bomb22.targetname = $random_explode22


spawn script_model "targetname" "bomb23"
$bomb23 model "fx/explosionBerlinBomb.tik"
$bomb23.origin = ( 2136 2340 -18 )
$bomb23.angles = ( 0 -145 0)
$bomb23.targetname = $random_explode23


spawn script_model "targetname" "bomb24"
$bomb24 model "fx/explosionBerlinBomb.tik"
$bomb24.origin = ( 3486 3118 437 )
$bomb24.angles = ( 0 -103 0)
$bomb24.targetname = $random_explode24



spawn script_model "targetname" "bomb25"
$bomb25 model "fx/explosionBerlinBomb.tik"
$bomb25.origin = ( 4398 4014 362)
$bomb25.angles = ( 0 29 0)
$bomb25.targetname = $random_explode25


spawn script_model "targetname" "bomb26"
$bomb26 model "fx/explosionBerlinBomb.tik"
$bomb26.origin = ( 2801 5468 248)
$bomb26.angles = ( 0 -70 0)
$bomb26.targetname = $random_explode26



spawn script_model "targetname" "bomb27"
$bomb27 model "fx/explosionBerlinBomb.tik"
$bomb27.origin = ( 3043 6415 275)
$bomb27.angles = ( 0 -53 0)
$bomb27.targetname = $random_explode27



spawn script_model "targetname" "bomb28"
$bomb28 model "fx/explosionBerlinBomb.tik"
$bomb28.origin = ( 3981 5649 491)
$bomb28.angles = ( 0 -86 0)
$bomb28.targetname = $random_explode28



spawn script_model "targetname" "bomb29"
$bomb29 model "fx/explosionBerlinBomb.tik"
$bomb29.origin = ( 4805 4522 353)
$bomb29.angles = ( 0 92 0)
$bomb29.targetname = $random_explode29



spawn script_model "targetname" "bomb30"
$bomb30 model "fx/explosionBerlinBomb.tik"
$bomb30.origin = ( 4542 6788 468)
$bomb30.angles = ( 0 -123 0)
$bomb30.targetname = $random_explode30



spawn script_model "targetname" "bomb31"
$bomb31 model "fx/explosionBerlinBomb.tik"
$bomb31.origin = ( 3543 7029 594)
$bomb31.angles = ( 0 -87 0)
$bomb31.targetname = $random_explode31



spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32

end

//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------

random_explode_setup:

thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
thread random_explode5
thread random_explode6
thread random_explode7
thread random_explode8
thread random_explode9
thread random_explode10
thread random_explode11
thread random_explode12
thread random_explode13
thread random_explode14
thread random_explode15
thread random_explode16
thread random_explode17
thread random_explode18
thread random_explode19
thread random_explode20
thread random_explode21
thread random_explode22
thread random_explode23
thread random_explode24
thread random_explode25
thread random_explode26
thread random_explode27
thread random_explode28
thread random_explode29
thread random_explode30
thread random_explode31
thread random_explode32
end

//---------------------------------------------------------------------------------


random_explode1:

wait (randomfloat 13 + 23)

$random_explode1_origin playsound arty_leadinmp

wait 1

$random_explode1 anim start
radiusdamage $random_explode1_origin 256 384

goto random_explode1

random_explode2:

wait (randomfloat 7 + 20)

$random_explode2_origin playsound arty_leadinmp

wait 1

$random_explode2 anim start
radiusdamage $random_explode2_origin 256 384

goto random_explode2

random_explode3:

wait (randomfloat 9 + 18)

$random_explode3_origin playsound arty_leadinmp

wait 1

$random_explode3 anim start
radiusdamage $random_explode3_origin 256 384

goto random_explode3

random_explode4:

wait (randomfloat 12 + 18)

$random_explode4_origin playsound arty_leadinmp

wait 1

$random_explode4 anim start
radiusdamage $random_explode4_origin 256 384

goto random_explode4

random_explode5:

wait (randomfloat 15 + 22)

$random_explode5_origin playsound arty_leadinmp

wait 1

$random_explode5 anim start
radiusdamage $random_explode5_origin 256 384

goto random_explode5

random_explode6:

wait (randomfloat 8 + 15)

$random_explode6_origin playsound arty_leadinmp

wait 1

$random_explode6 anim start
radiusdamage $random_explode6_origin 256 384

goto random_explode6

random_explode7:

wait (randomfloat 10 + 24)

$random_explode7_origin playsound arty_leadinmp

wait 1

$random_explode7 anim start
radiusdamage $random_explode7_origin 256 384

goto random_explode7

random_explode8:

wait (randomfloat 13 + 23)

$random_explode8_origin playsound arty_leadinmp

wait 1

$random_explode8 anim start
radiusdamage $random_explode8_origin 256 384

goto random_explode8

random_explode9:

wait (randomfloat 7 + 20)

$random_explode9_origin playsound arty_leadinmp

wait 1

$random_explode9 anim start
radiusdamage $random_explode9_origin 256 384

goto random_explode9

random_explode10:

wait (randomfloat 9 + 18)

$random_explode10_origin playsound arty_leadinmp

wait 1

$random_explode10 anim start
radiusdamage $random_explode10_origin 256 384

goto random_explode10

random_explode11:

wait (randomfloat 12 + 18)

$random_explode11_origin playsound arty_leadinmp

wait 1

$random_explode11 anim start
radiusdamage $random_explode11_origin 256 384

goto random_explode11

random_explode12:

wait (randomfloat 15 + 22)

$random_explode12_origin playsound arty_leadinmp

wait 1

$random_explode12 anim start
radiusdamage $random_explode12_origin 256 384

goto random_explode12

random_explode13:

wait (randomfloat 8 + 15)

$random_explode13_origin playsound arty_leadinmp

wait 1

$random_explode13 anim start
radiusdamage $random_explode13_origin 256 384

goto random_explode13

random_explode14:

wait (randomfloat 10 + 24)

$random_explode14_origin playsound arty_leadinmp

wait 1

$random_explode14 anim start
radiusdamage $random_explode14_origin 256 384

goto random_explode14

random_explode15:

wait (randomfloat 13 + 23)

$random_explode15_origin playsound arty_leadinmp

wait 1

$random_explode15 anim start
radiusdamage $random_explode15_origin 256 384

goto random_explode15

random_explode16:

wait (randomfloat 7 + 20)

$random_explode16_origin playsound arty_leadinmp

wait 1

$random_explode16 anim start
radiusdamage $random_explode16_origin 256 384

goto random_explode16

random_explode17:

wait (randomfloat 9 + 18)

$random_explode17_origin playsound arty_leadinmp

wait 1

$random_explode17 anim start
radiusdamage $random_explode17_origin 256 384

goto random_explode17

random_explode18:

wait (randomfloat 12 + 18)

$random_explode18_origin playsound arty_leadinmp

wait 1

$random_explode18 anim start
radiusdamage $random_explode18_origin 256 384

goto random_explode18

random_explode19:

wait (randomfloat 15 + 22)

$random_explode19_origin playsound arty_leadinmp

wait 1

$random_explode19 anim start
radiusdamage $random_explode19_origin 256 384

goto random_explode19

random_explode20:

wait (randomfloat 8 + 15)

$random_explode20_origin playsound arty_leadinmp

wait 1

$random_explode20 anim start
radiusdamage $random_explode20_origin 256 384

goto random_explode20

random_explode21:

wait (randomfloat 10 + 24)

$random_explode21_origin playsound arty_leadinmp

wait 1

$random_explode21 anim start
radiusdamage $random_explode21_origin 256 384

goto random_explode21

random_explode22:

wait (randomfloat 13 + 23)

$random_explode22_origin playsound arty_leadinmp

wait 1

$random_explode22 anim start
radiusdamage $random_explode22_origin 256 384

goto random_explode22

random_explode23:

wait (randomfloat 7 + 20)

$random_explode23_origin playsound arty_leadinmp

wait 1

$random_explode23 anim start
radiusdamage $random_explode23_origin 256 384

goto random_explode23

random_explode24:

wait (randomfloat 9 + 18)

$random_explode24_origin playsound arty_leadinmp

wait 1

$random_explode24 anim start
radiusdamage $random_explode24_origin 256 384

goto random_explode24

random_explode25:

wait (randomfloat 12 + 18)

$random_explode25_origin playsound arty_leadinmp

wait 1

$random_explode25 anim start
radiusdamage $random_explode25_origin 256 384

goto random_explode25

random_explode26:

wait (randomfloat 15 + 22)

$random_explode26_origin playsound arty_leadinmp

wait 1

$random_explode26 anim start
radiusdamage $random_explode26_origin 256 384

goto random_explode26

random_explode27:

wait (randomfloat 8 + 15)

$random_explode27_origin playsound arty_leadinmp

wait 1

$random_explode27 anim start
radiusdamage $random_explode27_origin 256 384

goto random_explode27

random_explode28:

wait (randomfloat 10 + 24)

$random_explode28_origin playsound arty_leadinmp

wait 1

$random_explode28 anim start
radiusdamage $random_explode28_origin 256 384

goto random_explode28

random_explode29:

wait (randomfloat 7 + 20)

$random_explode29_origin playsound arty_leadinmp

wait 1

$random_explode29 anim start
radiusdamage $random_explode29_origin 256 384

goto random_explode29

random_explode30:

wait (randomfloat 15 + 22)

$random_explode30_origin playsound arty_leadinmp

wait 1

$random_explode30 anim start
radiusdamage $random_explode30_origin 256 384

goto random_explode30

random_explode31:

wait (randomfloat 13 + 23)

$random_explode31_origin playsound arty_leadinmp

wait 1

$random_explode31 anim start
radiusdamage $random_explode31_origin 256 384

goto random_explode31

random_explode32:

wait (randomfloat 12 + 18)

$random_explode32_origin playsound arty_leadinmp

wait 1

$random_explode32 anim start
radiusdamage $random_explode32_origin 256 384

goto random_explode_setup

end
nuggets
General
Posts: 1006
Joined: Fri Feb 28, 2003 2:57 am
Location: U-england-K (england in the UK) :P
Contact:

Post by nuggets »

at the beginning of the artillery_barrage thread have
wait 15

and use volumedamage on the bombs
$bomb1 volumedamage 1000
hope this helps, prob not cos it's all foreign 2 me :-/
Wilson
Warrant Officer
Posts: 131
Joined: Fri Mar 07, 2003 6:12 pm

Post by Wilson »

U lot are actually sitting on ya arse reading that novel of a script sheesh
nuggets
General
Posts: 1006
Joined: Fri Feb 28, 2003 2:57 am
Location: U-england-K (england in the UK) :P
Contact:

Post by nuggets »

no if you'd actually look at it, u'd see the thread has been repeated 32 times, the only bits worth reading have been read and amended,

it won't be long before u find urself looking for help, will u have the same narrow minded thinking you have now, or post ur script on here, looking for answers?
hope this helps, prob not cos it's all foreign 2 me :-/
Post Reply