Waterfall

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omniscient
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Waterfall

Post by omniscient »

id there a tutorial on how to make a waterfall? i was just wondering, i bet i could use it for something....... yea thats all i wanted.
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tltrude
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Tutorial map

Post by tltrude »

This tutorial map uses waterfall entities that you can copy--and a bunch of other cool stuff!

http://pages.sbcglobal.net/tltrude/Temp ... ngdoor.zip

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Last edited by tltrude on Tue Nov 25, 2003 3:48 am, edited 1 time in total.
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omniscient
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Post by omniscient »

a little off subject, just thinking here. if i made an artilery gun, and wanted it to shoot, i could just put a scripted explosing, like the ones in omaha, at the barrel of the gun right? i know it wouldnt do damage but would that work?
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williewisp
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Post by williewisp »

that would work, you'd want an explosion sound to go off at the same time as the blast,

what you cud do as well is script random explosions where it might impact(where your firing at) about 5- 10 secs after it was shot! :)
it's not a time for thinking its a time for drinking!
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tltrude
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Fire good

Post by tltrude »

The one I used for the human cannon above is called "firegood" and is found under fx > fire > good. I scaled it up and set "angles" so the fire and smoke move in the right direction. The animation for it starts on, so you have to turn it off ($myfire anim stop) under prespawn or a prep thread.
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omniscient
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Post by omniscient »

heh that looks cool. i dont really wnat a guy to shoot out though lol, just wanted to make a "fake cannon" if you will. also whats the txt for in that zip?
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tltrude
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Script

Post by tltrude »

It is a text version of the script file for the map. The real one is in the pk3 and ends in extention ".scr".
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omniscient
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Post by omniscient »

whne u make a waterfalls splashes, do i have ot add something into the script too? cuz when i do it it doesnt work.
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tltrude
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Post by tltrude »

The wake animations have to be started under "level waittill prespawn".

$wake_left anim start
$wake_right anim start
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omniscient
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Post by omniscient »

when you say level waittillspawn ehere the heck is that? hehe.
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tltrude
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script

Post by tltrude »

It is a section of the main thread in the script for your map. Hmmm, let me guess what your next question will be. Copy the below code to Notepad and save it as "yourmapname.scr" (use the name of your map). Put the file in the same folder as your bsp file (main/maps/dm folder?).

Code: Select all


main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "waterfall"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" ""

	// call additional stuff for playing this map round based is needed
	if(level.roundbased)
		thread roundbasedthread

	level waittill prespawn

	//*** Precache Dm Stuff
	exec global/DMprecache.scr

	exec global/door_locked.scr::lock
	level.script = maps/dm/yourmapname.scr // change this to your script name
	exec global/ambient.scr mohdm1  // background sound

	$wake_left anim start
	$wake_right anim start
	
	level waittill spawn

end

//-----------------------------------------------------------------------------

roundbasedthread:

	// Can specify different scoreboard messages for round based games here.

	level waitTill prespawn

	level waittill spawn

	// set the parameters for this round based match
	level.dmrespawning = 0 // 1 or 0
	level.dmroundlimit = 5 // round time limit in minutes
	level.clockside = kills // set to axis, allies, kills, or draw

	level waittill roundstart

end
It will start the wake animations and add background sound to your map (just wind).
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omniscient
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Post by omniscient »

hehe good guess :D thanks.
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