Removing Explosives?

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

Moderator: Moderators

Post Reply
Shortricci
Sergeant Major
Posts: 100
Joined: Tue Jun 03, 2003 6:51 pm
Location: Bolton, England, UK
Contact:

Removing Explosives?

Post by Shortricci »

Hi all.

Merry Christmas all.

Im making a map with a bridge, what i want to do is place explosives on it that can be detonated but the objective is to remove the explosive.

Allies : Remove explosives
Axis : Detonate Explosives

So i would place the explosives on the bridge and put a trigger around it for the removal?

Thanks for you time

- Shortricci :twisted:
- [V2]Shortricci :: www.v2.org.uk -
ImageImage
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Re: Removing Explosives?

Post by Bjarne BZR »

Shortricci wrote:Merry Christmas all.
To you as well.
Shortricci wrote:So i would place the explosives on the bridge and put a trigger around it for the removal?
Yes. And give the bomb a targetname. That way you can remove the bomb model

Code: Select all

$targetname_of_the_bomb remove
when the axis has triggered it.
Admin .MAP Forums
Image
Head above heels.
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

I think you may need to make the bombs script_models . If you give the trigger uses a setthread value and a thread name and then have the trigger_use target the bomb you can do this

make the bombs model/items/pulse_explosive.tik or models/items/pulse_explosive2.tik and a targetname of bomb

trigger_use Key: setthread Value: bombs

bombs:

local.player = parm.other

if(local.player.dmteam == "axis" )
{
self.target.model = models/items/explosive.tik
self loopsound bombtick1
self thread bomb_armed
}
else
{
self.target remove
self remove
}
end

bomb_armed:

local.timer = ( level.time + 10 )

while(self)
{
if(local.timer == level.time)
{
self.target remove
exec global/model.scr self.origin // explosion mine
self remove
}
waitframe
}
end
Post Reply