Waterfall
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omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
Waterfall
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.
Tutorial map
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


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


Last edited by tltrude on Tue Nov 25, 2003 3:48 am, edited 1 time in total.
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omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
- williewisp
- First Lieutenant
- Posts: 208
- Joined: Fri May 16, 2003 1:10 pm
- Location: ireland
Fire good
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
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
Script
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
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
-
omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
script
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?).
It will start the wake animations and add background sound to your map (just wind).
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
