Check script please
Moderator: Moderators
-
Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
Check script please
Ive had to change my map abit so i could do stuff with it, and now ive set it so that when the bomn goes off the script tells the train to disappear. The only problem i have is that the train dosnt actually vanish when the bomb goes off.
JV gave me the part of the script i needed to write which i done a few days ago, yet i have still been unable to get it to work. Would it be possible to for someone to please look at the script and tell me what the problem is.
The train targetname is train and the bomb targetname is train_bomb, i have the rest of the script complete, so would it please be possible for someone to look at it and see why it dosnt work as i searched the forums and couldnt find the solution.
Thx
JV gave me the part of the script i needed to write which i done a few days ago, yet i have still been unable to get it to work. Would it be possible to for someone to please look at the script and tell me what the problem is.
The train targetname is train and the bomb targetname is train_bomb, i have the rest of the script complete, so would it please be possible for someone to look at it and see why it dosnt work as i searched the forums and couldnt find the solution.
Thx
-
Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
ohhh, btw heres the link with the pk3 and .bsp files.
http://www.billandben79.pwp.blueyonder. ... ps/aaa.pk3
Always useful to have the script to look at.
http://www.billandben79.pwp.blueyonder. ... ps/aaa.pk3
Always useful to have the script to look at.
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
At the end you have :
...change that to:
...and insertthe line:
...in the main method (I'd place it after level waittill roundstart ).
Code: Select all
while !($train_bomb.exploded)
waitframe
$train remove
endCode: Select all
trainremover:
while !($train_bomb.exploded) {
waitframe
}
$train remove
endCode: Select all
thread trainremover-
Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
-
Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
OK, created a log and this is the relevant part:
Ive removed the groundzero from the bomb, but this hasnt helped, as for the other errors im not sure what exactly they mean, as it hasnt given a atrget name. I could take a guess and say its because the bomb isnt targeting the train, i which i need it to not otherwise i cant do what i need to do and have the train non-solid.[/quote]cache models/fx/fx_explosion.tik
if (self.target.destroyed_model != NIL) (global/obj_dm.scr, 204)
if (self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target remove (global/obj_dm.scr, 208)
self.target ^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.killarea volumedamage 1000 (global/obj_dm.scr, 214)
self.killarea ^
^~^~^ Script Error: There are 0 entities with targetname 'groundzero'. You are using a command that requires exactly one.
local.temp remove (global/obj_dm.scr, 236)
local.temp ^
^~^~^ Script Error: command 'remove' applied to NULL listener
-
Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
Ive decided to post the rest of the script as i notice somthing that may also possible be causing the problem.
------ Server Initialization Complete ------ 2.89 seconds
soundtrack switched to music/m5l1b.mus.
playing music/m5l1b.mus
music set to normal with fallback normal
Loading Ambient.scr
thread random_explode1 (maps/obj/aaa.scr, 35)
^
^~^~^ Script Error: ScriptMaster::CreateScriptThread: label 'random_explode1' does not exist in 'maps/obj/aaa.scr'.
exec global/rjukanproject_scout.scr (maps/obj/aaa.scr, 36)
^
^~^~^ Script Error: Can't find 'global/rjukanproject_scout.scr'
$document.origin = local.location_entity.origin (maps/obj/aaa.scr, 77)
$document.origin = local.location_entity^
^~^~^ Script Error: Field 'origin' applied to NULL listener
$document.origin = local.location_entity.origin (maps/obj/aaa.scr, 77)
$document^
^~^~^ Script Error: Field 'origin' applied to NULL listener
$document_trigger.origin = local.location_entity.origin (maps/obj/aaa.scr, 78)
$document_trigger.origin = local.location_entity^
^~^~^ Script Error: Field 'origin' applied to NULL listener
$document_trigger.origin = local.location_entity.origin (maps/obj/aaa.scr, 78)
$document_trigger^
^~^~^ Script Error: Field 'origin' applied to NULL listener
----------------------Z-----------------------
self = train_bomb
self.target (flak 88 or other) =
println "self.target.destroyed_model = " self.target.destroyed_model (global/obj_dm.scr, 31)
println "self.target.destroyed_model = " self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target.destroyed_model = NIL
println "self.target.target (collision entity) = " self.target.target (global/obj_dm.scr, 32)
println "self.target.target (collision entity) = " self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target.target (collision entity) = NIL
self.trigger_name = train_trigger
self.exploder_set = 1
self.explosion_fx = models/fx/fx_explosion.tik
self.explosion_sound = NIL
self.killarea = groundzero
----------------------Z-----------------------
self.target.collisionent = self.target.target (global/obj_dm.scr, 40)
self.target.collisionent = self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target.collisionent = self.target.target (global/obj_dm.scr, 40)
self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target notsolid (global/obj_dm.scr, 41)
self.target ^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
waittill trigger train_trigger
$document_trigger thread document_check (maps/obj/aaa.scr, 42)
$document_trigger ^
^~^~^ Script Error: command 'thread' applied to NULL listener
SV packet loopback : connect
SVC_DirectConnect ()
>>>\challenge\0\qport\25560\protocol\8\rate\25000\dm_playergermanmodel\german_waffenss_officer\dm_playermodel\allied_airborne\name\billandben\snaps\20<<<
version 8 connecting to 8
Going from CS_FREE to CS_CONNECTED for billandben
CL packet loopback: connectResponse
billandben : dropped gamestate, resending
SV_SendClientGameState() for billandben
Going from CS_CONNECTED to CS_PRIMED for billandben
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
LoadLibrary (main/cgamex86.dll)
------------------
Event system initialized: 6 classes 138 events 3312 total memory in response list
CM_LoadMap( maps/obj/aaa.bsp, 1 )
-----------PARSING UBERSOUND------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
CG_Command_ProcessFile: ubersound/ubersound.scr
Couldn't load sound: sound/null.wav
Parse/Load time: 1.520000 seconds.
-------------UBERSOUND DONE---------------
-----------PARSING UBERDIALOG------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
CG_Command_ProcessFile: ubersound/uberdialog.scr
Parse/Load time: 0.877000 seconds.
-------------UBERDIALOG DONE---------------
stitched 0 LoD cracks
...loaded 28 faces, 0 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/obj/aaa.dcl not found
^~^~^ Can't find textures/menu/exit.tga
Couldn't find image for shader textures/menu/exit
SOUNDTRACK: Loading music/m5l1b.mus
MUSIC: changing from [ none | none ] to [ normal | normal ]
WARNING: reused image textures/effects/fire_ring.tga with mixed glWrapClampMode parm
^~^~^ Can't find models/player/allied_oss.tik
Tiki:LoadFile Couldn't load models/player/allied_oss.tik
RE_RegisterModel: Registration failed for 'models/player/allied_oss.tik'
^~^~^ Can't find models/player/allied_oss_fps.tik
Tiki:LoadFile Couldn't load models/player/allied_oss_fps.tik
RE_RegisterModel: Registration failed for 'models/player/allied_oss_fps.tik'
^~^~^ Can't find models/player/german_elite_gestapo.tik
Tiki:LoadFile Couldn't load models/player/german_elite_gestapo.tik
RE_RegisterModel: Registration failed for 'models/player/german_elite_gestapo.tik'
^~^~^ Can't find models/player/german_elite_gestapo_fps.tik
Tiki:LoadFile Couldn't load models/player/german_elite_gestapo_fps.tik
RE_RegisterModel: Registration failed for 'models/player/german_elite_gestapo_fps.tik'
^~^~^ Can't find models/player/german_winter1.tik
Tiki:LoadFile Couldn't load models/player/german_winter1.tik
RE_RegisterModel: Registration failed for 'models/player/german_winter1.tik'
^~^~^ Can't find models/player/german_winter1_fps.tik
Tiki:LoadFile Couldn't load models/player/german_winter1_fps.tik
RE_RegisterModel: Registration failed for 'models/player/german_winter1_fps.tik'
^~^~^ Can't find models/player/german_winter2.tik
Tiki:LoadFile Couldn't load models/player/german_winter2.tik
RE_RegisterModel: Registration failed for 'models/player/german_winter2.tik'
^~^~^ Can't find models/player/german_winter2_fps.tik
Tiki:LoadFile Couldn't load models/player/german_winter2_fps.tik
RE_RegisterModel: Registration failed for 'models/player/german_winter2_fps.tik'
Loading Special Effects...
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_trail_bubble.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_paper.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_wood.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_metal.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_water.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_gravel.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_foliage.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_carpet.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_still.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_moving.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_light_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_heavy_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_puddle.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_snow.tik
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 0.03 seconds
CL_InitCGame: 5.00 seconds
Going from CS_PRIMED to CS_ACTIVE for billandben
Called FadeSound with: 0.000000
CL_GetSnapshot: Not all children could find their parents.
CL_GetSnapshot: entity 0 with parent 0 and model '' at 0.00 0.00 0.00, could not find parent.
billandben has entered the battle
LOCALIZATION ERROR: 'Press Use(e) to follow a player.' does not have a localization entry
LOCALIZATION ERROR: 'Health' does not have a localization entry
LOCALIZATION ERROR: 'Score:' does not have a localization entry
LOCALIZATION ERROR: 'Waiting For Players' does not have a localization entry
LOCALIZATION ERROR: 'Press fire to join the battle!' does not have a localization entry
LOCALIZATION ERROR: '
Press fire to join the battle!' does not have a localization entry
LOCALIZATION ERROR: 'documents' does not have a localization entry
LOCALIZATION ERROR: 'and retrieve the' does not have a localization entry
LOCALIZATION ERROR: 'the train and the' does not have a localization entry
LOCALIZATION ERROR: 'We have to protect' does not have a localization entry
LOCALIZATION ERROR: 'Destroy the train' does not have a localization entry
LOCALIZATION ERROR: 'has joined the Axis' does not have a localization entry
billandben has joined the Axis
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/binoculars.tik
LOCALIZATION ERROR: 'MP40' does not have a localization entry
LOCALIZATION ERROR: 'Axis' does not have a localization entry
LOCALIZATION ERROR: 'billandben' does not have a localization entry
LOCALIZATION ERROR: 'Allies' does not have a localization entry
LOCALIZATION ERROR: ' Name' does not have a localization entry
LOCALIZATION ERROR: ' Kills' does not have a localization entry
LOCALIZATION ERROR: ' Time' does not have a localization entry
LOCALIZATION ERROR: ' Ping' does not have a localization entry
LOCALIZATION ERROR: 'Allied Objectives' does not have a localization entry
LOCALIZATION ERROR: 'Axis Objectives' does not have a localization entry
LOCALIZATION ERROR: ' Total' does not have a localization entry
^~^~^ Can't find none.tga
Couldn't find image for shader none
LOCALIZATION ERROR: 'A Bomb has been planted!' does not have a localization entry
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/explosive.tik
A Bomb has been planted!
LOCALIZATION ERROR: 'Stielhandgranate' does not have a localization entry
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fx_explosion.tik
if (self.target.destroyed_model != NIL) (global/obj_dm.scr, 204)
if (self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target remove (global/obj_dm.scr, 208)
self.target ^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.killarea volumedamage 1000 (global/obj_dm.scr, 214)
self.killarea ^
^~^~^ Script Error: There are 0 entities with targetname 'groundzero'. You are using a command that requires exactly one.
local.temp remove (global/obj_dm.scr, 236)
local.temp ^
^~^~^ Script Error: command 'remove' applied to NULL listener
-
Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
Ok I downloaded the pk3 first let me start with the script
I didn't see any thing targetnamed $document. what I whould do for that is make a entity with $targetname document then make 7 script_origins with the $targetname document_spot then use this thread
and the train bomb here is what the map file said ( I just opend it in notepad)
// entity 9
{
"angle" "90"
"targetname" "train_bomb"
"$trigger_name" "train_trigger" // dont need the $
"$killarea" "groundzero" // should be killarea not $killarea"
$explosion_fx" "models/fx/fx_explosion.tik" // $ not needed
"#exploder_set" "1"
"origin" "1397.17 -4288.25 167.00"
"testanim" "idle"
"model" "models/items/pulse_explosive.tik"
"classname" "script_model"
}
you need to set the train as its target and then set your clip script_model collision entity as the trains target
I don't see anything with the $targetname random_explode or a script_object with the $targetname groundzero also take the key #set value 1 out of wordspawn
hope this helps good luck
next put the scoutmod.pk3 in your main directory// billandben
// ARCHITECTURE: billandben
// SCRIPTING: billandben
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "We have to protect"
setcvar "g_obj_alliedtext2" "the train and the"
setcvar "g_obj_alliedtext3" "documents"
setcvar "g_obj_axistext1" "Destroy the train"
setcvar "g_obj_axistext2" "and retrieve the"
setcvar "g_obj_axistext3" "documents"
setcvar "g_scoreboardpic" "none"
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/obj_train_station.scr
exec global/ambient.scr m5l1b
thread global/exploder.scr::main
level.farplane = 4200
$world farplane level.farplane
$world farplane_color (.336 .336 .45)
level.defusing_team = "allies"
level.planting_team = "axis"
level.targets_to_destroy = 2
level.bomb_damage = 200
level.bomb_explosion_radius = 2048
level.dmrespawning = 0
level.dmroundlimit = 8
level.clockside = allies
level waittill spawn
thread random_explode1
exec global/rjukanproject_scout.scr
//level waittill roundstart
thread remove_train
thread document_random_setup
$train_bomb thread global/obj_dm.scr::bomb_thinker
$document_trigger thread document_check
thread axis_win_bomb
thread allies_win_timer
end
axis_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin axis
end
allies_win_timer:
level waittill allieswin
end
document_check:
while(1) { // forever
self waittill trigger
if(parm.other.dmteam == axis) {
iprintlnbold_noloc "The Axis have retrieved the documents!"
println ("Documents stolen.")
self nottriggerable
self.target hide
level.targets_destroyed ++
break
}
waitframe
}
end
document_random_setup:
local.location = ((randomint 7) + 1)
local.location_entity = $("document_location_" + local.location)
$document.origin = local.location_entity.origin
$document_trigger.origin = local.location_entity.origin
end
clickitem_fail:
exec global/rjukanproject_scout.scr::binocular_fire
end
random_explode1: // you forgot the 1
wait (randomfloat 5 + 15)
$random_explode anim start
radiusdamage $random_explode 256 384
goto random_explode1
end
remove_train:
while !($train_bomb.exploded)
waitframe
$train remove
end
I didn't see any thing targetnamed $document. what I whould do for that is make a entity with $targetname document then make 7 script_origins with the $targetname document_spot then use this thread
Code: Select all
document_random_setup:
local.location = ((randomint 7) + 1)
$document.origin = $document_spot[local.location].origin
$document_trigger.origin = $document_spot[local.location].origin
end// entity 9
{
"angle" "90"
"targetname" "train_bomb"
"$trigger_name" "train_trigger" // dont need the $
"$killarea" "groundzero" // should be killarea not $killarea"
$explosion_fx" "models/fx/fx_explosion.tik" // $ not needed
"#exploder_set" "1"
"origin" "1397.17 -4288.25 167.00"
"testanim" "idle"
"model" "models/items/pulse_explosive.tik"
"classname" "script_model"
}
you need to set the train as its target and then set your clip script_model collision entity as the trains target
I don't see anything with the $targetname random_explode or a script_object with the $targetname groundzero also take the key #set value 1 out of wordspawn
hope this helps good luck
-
Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
what I do is make the random exploders script_origins give them all the same $targetname lets say random_explode then do this thread
random_explode1:
wait (randomfloat 5 + 15)
local.exp_location = randomint ($random_explode.size) +1
exec global/model.scr $random_explode[local.exp_location].origin
radiusdamage $random_exeplode[local.exp_location].origin 256 384
goto random_explode1
end
the default explosion is models/emitters/explosion_mine but you can add your own the syntax for the model.scr is
exec global/model.scr local.org local.model local.scale
random_explode1:
wait (randomfloat 5 + 15)
local.exp_location = randomint ($random_explode.size) +1
exec global/model.scr $random_explode[local.exp_location].origin
radiusdamage $random_exeplode[local.exp_location].origin 256 384
goto random_explode1
end
the default explosion is models/emitters/explosion_mine but you can add your own the syntax for the model.scr is
exec global/model.scr local.org local.model local.scale
