I really need help with the plane script, I want to fly a C47 over a small map and drop a couple of crates off parachute, Ive got the splinepaths and sound points done, just need know script?? little help please.
Planes, would ya look at that:
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Planes, would ya look at that:
Hi
I really need help with the plane script, I want to fly a C47 over a small map and drop a couple of crates off parachute, Ive got the splinepaths and sound points done, just need know script?? little help please.

I really need help with the plane script, I want to fly a C47 over a small map and drop a couple of crates off parachute, Ive got the splinepaths and sound points done, just need know script?? little help please.
T.Stewart
Test_bomber
This tutorial map has a C47 dropping bombs. So just change the bomb model to the indy_crate model--it will still explode though.
http://pages.sbcglobal.net/tltrude/Temp/test_bomber.zip
You'll have to make one of the pathnodes set a thread in the script. something like this:
levelwaitill prespawn
$chute1 bind $crate1 // attach the chute to the crate
$chute1 hide // hide the chute
$crate1 hide // hide the crate
end
drop_crate1:
$crate1 show // make it visible
$crate1 movedown 64 // set it to move down a little
$crate1 waitmove // start it moving and wait until it is done
$chute1 show // make the chute visiable
$crate1 moveDown 512 // set it to move down to the ground
$crate1 moveNorth 128 // set it to drift north
$crate1 waitmove // start it moving and wait until it is done
$crate1 playsound (find a good "thud" sound alias name)
wait .5
$chute1 remove
end
You could also have a crumpled chute "show" after the other one is removed. Hidding an entity does not make it non-solid, so you'll have to set the "Not_solid" flag for all the script_objects.
The possibilities are endless; the chute can make a sound as it opens; the create can be replaced with a func_crate on the ground that has real supplies in it; etc... etc....
Hope that helps!
http://pages.sbcglobal.net/tltrude/Temp/test_bomber.zip
You'll have to make one of the pathnodes set a thread in the script. something like this:
levelwaitill prespawn
$chute1 bind $crate1 // attach the chute to the crate
$chute1 hide // hide the chute
$crate1 hide // hide the crate
end
drop_crate1:
$crate1 show // make it visible
$crate1 movedown 64 // set it to move down a little
$crate1 waitmove // start it moving and wait until it is done
$chute1 show // make the chute visiable
$crate1 moveDown 512 // set it to move down to the ground
$crate1 moveNorth 128 // set it to drift north
$crate1 waitmove // start it moving and wait until it is done
$crate1 playsound (find a good "thud" sound alias name)
wait .5
$chute1 remove
end
You could also have a crumpled chute "show" after the other one is removed. Hidding an entity does not make it non-solid, so you'll have to set the "Not_solid" flag for all the script_objects.
The possibilities are endless; the chute can make a sound as it opens; the create can be replaced with a func_crate on the ground that has real supplies in it; etc... etc....
Hope that helps!
script
Apparently you have changed your request from "Please help me do it" to "Please do it for me", so you are out of luck for getting it by tomorrow.
You will need to study a tutorial on how to use the global/bomber.scr script to make your plane fly. Here is a good one: http://users.1st.net/kimberly/Tutorial/plane.htm
You will need to study a tutorial on how to use the global/bomber.scr script to make your plane fly. Here is a good one: http://users.1st.net/kimberly/Tutorial/plane.htm
no it ent a good one, sorry but ive been following that tut exactly for about 2 years now and I have never got my planes to fly, dunno could be me.
Doesnt matter about anyone doing it for me, thanx for helping me though, the map looks good, its very small, but very good, go's deep with lots of areas for nades and hidden explosive e.g. minefield.
About the minefield how do I set it up, my script wont run it and I dont kow what to do, is there a presise tut on it??
Doesnt matter about anyone doing it for me, thanx for helping me though, the map looks good, its very small, but very good, go's deep with lots of areas for nades and hidden explosive e.g. minefield.
About the minefield how do I set it up, my script wont run it and I dont kow what to do, is there a presise tut on it??
T.Stewart
You have to put this line under "level waittill prespawn" in your script to get the minefield working.
thread global/minefield.scr::minefield_setup
Then in your map, any trigger_multiple that is targetnamed "minefield" will act as one.
---------------------
It is the same way with the bomber script. This line has to be under "level waittill prespawn" too.
exec global/bomber.scr
If you open that script (in pak0.pk3), it tells how to set up the paths and models. But it is easier to follow that tutorial on Nemesis' site. And you could always copy the C47 path (and its bomb paths) from my tutorial map. It is triggered by a switch, but you can change the trigger to one you walk through (trigger_multiple).
thread global/minefield.scr::minefield_setup
Then in your map, any trigger_multiple that is targetnamed "minefield" will act as one.
---------------------
It is the same way with the bomber script. This line has to be under "level waittill prespawn" too.
exec global/bomber.scr
If you open that script (in pak0.pk3), it tells how to set up the paths and models. But it is easier to follow that tutorial on Nemesis' site. And you could always copy the C47 path (and its bomb paths) from my tutorial map. It is triggered by a switch, but you can change the trigger to one you walk through (trigger_multiple).
Re: Test_bomber
Hey trude, just a question. Can't you just use physics and momentum in the script to make the crate fall "realistically"? Don't get me wrong, your idea is great.tltrude wrote:This tutorial map has a C47 dropping bombs. So just change the bomb model to the indy_crate model--it will still explode though.
http://pages.sbcglobal.net/tltrude/Temp/test_bomber.zip
You'll have to make one of the pathnodes set a thread in the script. something like this:
levelwaitill prespawn
$chute1 bind $crate1 // attach the chute to the crate
$chute1 hide // hide the chute
$crate1 hide // hide the crate
end
drop_crate1:
$crate1 show // make it visible
$crate1 movedown 64 // set it to move down a little
$crate1 waitmove // start it moving and wait until it is done
$chute1 show // make the chute visiable
$crate1 moveDown 512 // set it to move down to the ground
$crate1 moveNorth 128 // set it to drift north
$crate1 waitmove // start it moving and wait until it is done
$crate1 playsound (find a good "thud" sound alias name)
wait .5
$chute1 remove
end
You could also have a crumpled chute "show" after the other one is removed. Hidding an entity does not make it non-solid, so you'll have to set the "Not_solid" flag for all the script_objects.
The possibilities are endless; the chute can make a sound as it opens; the create can be replaced with a func_crate on the ground that has real supplies in it; etc... etc....
Hope that helps!
Re: Test_bomber
You can but it'll bounce like a skippy ballAlcoholic wrote:Hey trude, just a question. Can't you just use physics and momentum in the script to make the crate fall "realistically"? Don't get me wrong, your idea is great.
rite guys I have this morning to get that done, Id like the idea of it bouncing, enless it bounces rite off the map, its only a small map, a few new secret tunnels and stuff, the mapping is where I have most of my fun.
P.S for Nemesis TUT on planes flying, how do I set up the trigger to get the plane to fly??
P.S for Nemesis TUT on planes flying, how do I set up the trigger to get the plane to fly??
T.Stewart
Re: Test_bomber
lol i thought there was a command to increase mass... i'd have to do research on it.jv_map wrote:You can but it'll bounce like a skippy ballAlcoholic wrote:Hey trude, just a question. Can't you just use physics and momentum in the script to make the crate fall "realistically"? Don't get me wrong, your idea is great.
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