Volume Damage 2...

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
Franaticus Satanii
Colour Sergeant
Posts: 84
Joined: Tue Aug 19, 2003 5:38 pm
Location: Florida, USA

Volume Damage 2...

Post by Franaticus Satanii »

Alright...Can't get the volume damage tutorial to work for me in my map.

I added a brush around my "electric fence" brush, right clicked and chose [trigger_multiple], pressed [n] and set my [targetname] to [eldeath] and my [setthread] to [elpain]. I then went to my map script and added the appropriate addition which included my targetname of "eldeath".

The triiger did not work in the map and the log gives me an error that it cannot find "elpain" which it the setthread variable. So I swapped the two variables...same error.

Anyone have some insight?

I also have been getting a "localization error" when loading my maps recently after using Mbuilder to open my map automatically...anyone know a reason for this?
Murphy's Law:
It is impossible to make anything foolproof because fools are so ingenious.
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

Did you do it like this ?

//-------------------------------------------------------------------
barb_pain:
//-------------------------------------------------------------------------
$barb volumedamage 10
parm.other playsound player_death01
end

as long as the setthread and targetname are correct and it is in your level.scr should work . You don't even need a targetname this works too and you can make as many trigger_multiples as you want all with the same key and value .

key: setthread
value: barb_pain

//-------------------------------------------------------------------
barb_pain:
//-------------------------------------------------------------------------
self volumedamage 10
parm.other playsound player_death01
end
Franaticus Satanii
Colour Sergeant
Posts: 84
Joined: Tue Aug 19, 2003 5:38 pm
Location: Florida, USA

Post by Franaticus Satanii »

No. It does not look like that. Looks like this..

Code: Select all

elpain:
       $eldeath volumedamage 100
Do I need the [end] statement at the end of the entire script or at the end of the volumedamge string? or both?

What is the

Code: Select all

parm.other playsound player_death01
statement do / for?

Was really looking forward to electrocuting some players :wink:
I have not given up yet...will do the tutorial one more time from the beginning step by step to see if I get any different results.

Thanks.
Murphy's Law:
It is impossible to make anything foolproof because fools are so ingenious.
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

In the script parm.other is the entity that triggered the trigger and self is the trigger that called the thread . So in the example the volume damage is done by the trigger that called the thread and parm.other is the player so the player plays the sound . You need an end at the end of this thread it is called everytime the trigger is triggered by the setthread key of the trigger .
panTera
Brigadier General
Posts: 573
Joined: Wed Jan 29, 2003 11:46 pm
Location: The Netherlands
Contact:

Post by panTera »

Well, each thread must have an 'end'. But okay, this is what you have right now?:

trigger_multiple
key: targetname
value: eldeath

key: setthread
value: elpain


And in the script you've put your thread after 'level waittill spawn'?:

level waittill spawn

elpain:
$eldeath volumedamage 100
end


Looks okay, this ought to work. At least I can't see what's wrong with it.
Post Reply