Hey,
I've read through so many posts now looking to see if this is covered already and as far as I see it's not (please forgive me if it is).
I've made a map (not bad too) and I've got a 15cm cannon in it. The prob surprisingly enough is actually nothing to do with blowing it up (as it blows up just fine), no it is indeed quite the opposite in fact. I can't make my bomb de-fusable please please can anyone help me.
ok the tutorial site you linked to is the site i used to make bomb.
here is my script :-
main:
setcvar "g_obj_alliedtext1" "Plant Bomb to "
setcvar "g_obj_alliedtext2" "Destroy the "
setcvar "g_obj_alliedtext3" "15cm Cannon"
setcvar "g_obj_axistext1" "Defend Cannon "
setcvar "g_obj_axistext2" "Bomb cannot"
setcvar "g_obj_axistext3" "be de-fused"
setcvar "g_scoreboardpic" "none"
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/the_maze.scr
exec global/ambient.scr the_maze
// Initialize the exploder subsystem
thread global/exploder.scr::main
level waittill spawn
// Axis like the bombs unplanted
level.defusing_team = "axis
// Allies will try to plant the bombs
level.planting_team = "allies"
// Number of targets in this map
level.targets_to_destroy = 1
// Default damage of the bomb
level.bomb_damage = 200
// Default radius of bomb blast
level.bomb_explosion_radius = 2048
// Set the parameters for round based match
level.dmrespawning = 0 // 1 or 0 (0=no respawn)
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // axis, allies, kills, or draw
// Comment out this line to be able to set the bomb
// when alone on the map ( just for testing )
// level waittill roundstart
$panel_bomb thread global/obj_dm.scr::bomb_thinker
// "panel_bomb" is the targetname of a bomb in Radiant
thread allies_win_bom
// Start the win check thread for allies
// Start the win check thread for axis
$panel_bomb thread axis_win_timer
// Note: ladder must be in the down position for compile
// because of light, and the steps do not work right if
// compiled at an angle. This ladder has 3 origin brushes,
// one for each part.
$lowerfold_ladder rotateXup -180 // Set the destination.
$lowerfold_ladder waitmove // Moves the ladder to up position at the start
$upperfold_ladder rotateXup -75
$fold_ladder_rope rotateXdown -75
$upperfold_ladder move
$fold_ladder_rope waitmove
$lowerfold_ladder time 2 // Set the rotation speeds equal
$upperfold_ladder time 2
$fold_ladder_rope time 2
goto foldladder_down // Go to the down thread and wait for trigger
end
foldladder_up:
$fold_ladder_trigger waittill trigger
$lowerfold_ladder playsound ("door_wood_open_move" + (randomint(3) + 1))
$lowerfold_ladder rotateXup -180
$lowerfold_ladder waitmove // move the lower part first
$lowerfold_ladder playsound door_wood_open_stop
$fold_ladder_clip notsolid
goto foldladder_up // Go to the up thread and wait for trigger
end
// Allied victory test
allies_win_bomb:
// While undestroyed objectives left
while(level.targets_destroyed < level.targets_to_destroy)
// chill out
waitframe
// No objectives left allies win
teamwin allies
end // end allied victory test
// Axis victory test
axis_win_timer:
// At the end Axis win
level waittill axiswin
end // end axis victory test
You CAN test it alone because this line has the slash marks:
//level waittill roundstart
Switch teams to defuse the bomb, while testing alone. Remember to remove those slashmarks in your final script. You can remove all those othe comment lines, if you wish, but not that one.
Last edited by tltrude on Sun Aug 17, 2003 2:53 pm, edited 5 times in total.
Zip up just the .map file and script and e-mail them to me.
Yes you can use a jpg image for the loading screen, but a couple of lines in the shader file have to be changed. Send all those files too, if you like.
Last edited by tltrude on Mon Aug 18, 2003 2:50 am, edited 1 time in total.