You can make the planes drop bombs by setting up similar paths using the model "ammo/us_bomb.tik", and the first spline on the path has targetname "bomber". Both the "bomber" and the "bomberpath" entities are given the same #set value, to associate them. You can give the bombers a $setthread value to make them run a thread in the level.script upon impact. They automatically do an explosion when they reach the end of their path.
I have done this but can't get it to work I have used setthread and $setthread neither works right now I have a info_splinepath first node $targetname bomber for the bomb this works the bomb drops but the thread won't work I have the level.script = line in my script . I can't find out what's wrong .
This can't possibly work as there is no way to launch a thread with a variable name (except with a work-around, but I don't think the original authors knew of it ).
By the way, the $setthread goes in the first node of the bomb path, but it will not call the thread untill the bomb reaches the last node in the path--see screenshot below.
Last edited by tltrude on Tue Sep 30, 2003 7:38 am, edited 2 times in total.
no problem with the bomber part of it just the setthread part of it I want to exec global/exploder.scr::explode 1 after the bomb hits . I might just use a trigger_multiple with heath set at the explosion point and see it that works . Or a trigger with monsters set in front of the plane .
I just told you how--see note between the two screenshots. The thread "kaboom_water", in mine, sets off an exploder (only an exploderfire entity). Here is the thread in the script:
kaboom_water:
exec global/exploder.scr::explode 4 // water plume
end
Any exploder stuff with #set 4 will go off when the bomb reaches the last node. In my map the next bomb path blows up an arch the same way.
Well I have done all that can't find my error . thanks anyway will keep looking must be a typeo or something simple that I am overlooking I can explode it from script so I don't know why it is doing this .