Destroyed Village Random Explosions
Moderator: Moderators
Destroyed Village Random Explosions
What I would like to do is add some explosions to hit the ditches in destroyed village. Can anyone help me with this? Not like give me a complete script but to show me how to do this so I feel like I'm doing a little of the scripting. It would also help me to understand more about the scripts.
33rd[SS]SCpl.*LiTe*|AD|SP|
"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
I saw yours on tmt forums, but I liked tltrude's anims and sounds better. But I can't get it to work with mohdm2.scr . This is what I have right now and there too many errors to count.bdbodger wrote:There are lots of random explosion posts do a search for them .
// DESTROYED VILLAGE
// ARCHITECTURE: NED
// SCRIPTING: NED
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Destroyed Village"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm2"
local.master = spawn ScriptMaster
local.master aliascache leadinmp1 sound/weapons/explo/Exp_LeadIn_06.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp2 sound/weapons/explo/Exp_LeadIn_07.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp3 sound/weapons/explo/Exp_LeadIn_08.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp4 sound/weapons/explo/Exp_LeadIn_09.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp5 sound/weapons/explo/Exp_LeadIn_10.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp6 sound/weapons/explo/Exp_LeadIn_11.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp7 sound/weapons/explo/Exp_LeadIn_12.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp8 sound/weapons/explo/Exp_LeadIn_13.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
exec global/exploder.scr
// 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/mohdm2.scr
exec global/ambient.scr mohdm2
spawn script_origin "origin" ( -1063 -2952.20 -107.29) "targetname" random_explode1
spawn script_origin "origin" ( -508.26 -1984.76 -146.00) "targetname" random_explode2
spawn script_origin "origin" ( -52.36 -923.30 -146.00) "targetname" random_explode3
spawn script_origin "origin" (33.76 584.80 -60.58) "targetname" random_explode4
spawn script_origin "origin" ( -986.72 1097.52 -98.94) "targetname" random_explode5
spawn script_origin "origin" ( -2562.83 1148.51 -96.15) "targetname" random_explode6
spawn script_origin "origin" ( -3047.25 641.42 -133.57) "targetname" random_explode7
thread random_explode_start
level waittill spawn
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based <a href="http://go-advertising.com?go=games" onmouseover="window.status = 'goto: games';return 1" onmouseout="window.status=''">games</a> 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
//***--------------------------------------------------------------------------
//*** Random Explosions - Start
//***--------------------------------------------------------------------------
random_explode_start:
$random_exploder = "
thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
thread random_explode5
thread random_explode6
thread random_explode7
$player playsound warn_player_arty_cover
end
random_explode1:
wait (randomfloat 13 + 16)
$random_explode1_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode1.origin 256 384
goto random_explode1
end
random_explode2:
wait (randomfloat 13 + 16)
$random_explode2_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode2.origin 256 384
goto random_explode2
end
random_explode3:
wait (randomfloat 13 + 16)
$random_explode3_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode3_origin 256 384
goto random_explode3
end
random_explode4:
wait (randomfloat 13 + 16)
$random_explode4_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode4_origin 256 384
goto random_explode4
end
random_explode5:
wait (randomfloat 13 + 16)
$random_explode5_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode5_origin 256 384
goto random_explode5
end
random_explode6:
wait (randomfloat 13 + 16)
$random_explode6_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode6_origin 256 384
goto random_explode2
end
random_explode7:
wait (randomfloat 13 + 16)
$random_explode7_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode7_origin 256 384
goto random_explode2
end
33rd[SS]SCpl.*LiTe*|AD|SP|
"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
Well lots of things you could change .
spawn script_origin "origin" ( -1063 -2952.20 -107.29) "targetname" random_explode1
targetname should be with quotes
spawn script_origin "origin" ( -1063 -2952.20 -107.29) "targetname" "random_explode1"
$random_exploder = " what is this for ?
thread random_explode1 You should make a new thread name
$random_explode1_origin playsound leadinmp
$random_explode1 playsound leadinmp
wait (randomfloat 13 + 16)
wait randomfloat(13)+16
$random_exploder anim start // uses animate fx_explosion_dirt
Did you add $random_exploder's in mohradiant ? They all have the same targetname in all the threads . so they form a targetname array $random_exploder[1] $random_exploder[2] etc I would not do it in mohradiant I would use the global/model.scr
random_explode1:
wait randomfloat(13)+16
$random_explode1 playsound leadinmp
wait 1
exec global/model.scr $random_explode1.origin models/emitters/explosion_bombdirt.tik // you can add a scale number to the end of this if you want
radiusdamage $random_explode1.origin 256 384
goto random_explode1
end
spawn script_origin "origin" ( -1063 -2952.20 -107.29) "targetname" random_explode1
targetname should be with quotes
spawn script_origin "origin" ( -1063 -2952.20 -107.29) "targetname" "random_explode1"
$random_exploder = " what is this for ?
thread random_explode1 You should make a new thread name
$random_explode1_origin playsound leadinmp
$random_explode1 playsound leadinmp
wait (randomfloat 13 + 16)
wait randomfloat(13)+16
$random_exploder anim start // uses animate fx_explosion_dirt
Did you add $random_exploder's in mohradiant ? They all have the same targetname in all the threads . so they form a targetname array $random_exploder[1] $random_exploder[2] etc I would not do it in mohradiant I would use the global/model.scr
random_explode1:
wait randomfloat(13)+16
$random_explode1 playsound leadinmp
wait 1
exec global/model.scr $random_explode1.origin models/emitters/explosion_bombdirt.tik // you can add a scale number to the end of this if you want
radiusdamage $random_explode1.origin 256 384
goto random_explode1
end
Okay, I think I did everything you suggested and I understood most of it. This is my script so far but it still doesn't work.
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Destroyed Village"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm2"
local.master = spawn ScriptMaster
local.master aliascache leadinmp1 sound/weapons/explo/Exp_LeadIn_06.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp2 sound/weapons/explo/Exp_LeadIn_07.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp3 sound/weapons/explo/Exp_LeadIn_08.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp4 sound/weapons/explo/Exp_LeadIn_09.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp5 sound/weapons/explo/Exp_LeadIn_10.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp6 sound/weapons/explo/Exp_LeadIn_11.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp7 sound/weapons/explo/Exp_LeadIn_12.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp8 sound/weapons/explo/Exp_LeadIn_13.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/mohdm2.scr
exec global/ambient.scr mohdm2
spawn script_origin "origin" ( -1063 -2952.20 -107.29) "targetname" "random_explode1"
spawn script_origin "origin" ( -508.26 -1984.76 -146.00) "targetname" "random_explode2"
spawn script_origin "origin" ( -52.36 -923.30 -146.00) "targetname" "random_explode3"
spawn script_origin "origin" (33.76 584.80 -60.58) "targetname" "random_explode4"
spawn script_origin "origin" ( -986.72 1097.52 -98.94) "targetname" "random_explode5"
spawn script_origin "origin" ( -2562.83 1148.51 -96.15) "targetname" "random_explode6"
spawn script_origin "origin" ( -3047.25 641.42 -133.57) "targetname" "random_explode7"
thread random_explode_start
level waittill spawn
end
//***--------------------------------------------------------------------------
//*** Random Explosions - Start
//***--------------------------------------------------------------------------
random_explode_start:
thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
thread random_explode5
thread random_explode6
thread random_explode7
$player playsound warn_player_arty_cover
end
random_explode1:
wait randomfloat(13)+16
$random_explode1 playsound leadinmp
wait 1
exec global/model.scr $random_explode1.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode1.origin 256 384
goto random_explode1
end
random_explode2:
wait randomfloat(13)+16
$random_explode2 playsound leadinmp
wait 1
exec global/model.scr $random_explode2.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode2.origin 256 384
goto random_explode12
end
random_explode3:
wait randomfloat(13)+16
$random_explode3 playsound leadinmp
wait 1
exec global/model.scr $random_explode3.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode3.origin 256 384
goto random_explode3
end
random_explode4:
wait randomfloat(13)+16
$random_explode4 playsound leadinmp
wait 1
exec global/model.scr $random_explode4.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode4.origin 256 384
goto random_explode4
end
random_explode5:
wait randomfloat(13)+16
$random_explode5 playsound leadinmp
wait 1
exec global/model.scr $random_explode5.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode5.origin 256 384
goto random_explode5
end
random_explode6:
wait randomfloat(13)+16
$random_explode6 playsound leadinmp
wait 1
exec global/model.scr $random_explode6.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode6.origin 256 384
goto random_explode6
end
random_explode7:
wait randomfloat(13)+16
$random_explode7 playsound leadinmp
wait 1
exec global/model.scr $random_explode7.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode7.origin 256 384
goto random_explode7
end
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Destroyed Village"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm2"
local.master = spawn ScriptMaster
local.master aliascache leadinmp1 sound/weapons/explo/Exp_LeadIn_06.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp2 sound/weapons/explo/Exp_LeadIn_07.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp3 sound/weapons/explo/Exp_LeadIn_08.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp4 sound/weapons/explo/Exp_LeadIn_09.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp5 sound/weapons/explo/Exp_LeadIn_10.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp6 sound/weapons/explo/Exp_LeadIn_11.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp7 sound/weapons/explo/Exp_LeadIn_12.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp8 sound/weapons/explo/Exp_LeadIn_13.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/mohdm2.scr
exec global/ambient.scr mohdm2
spawn script_origin "origin" ( -1063 -2952.20 -107.29) "targetname" "random_explode1"
spawn script_origin "origin" ( -508.26 -1984.76 -146.00) "targetname" "random_explode2"
spawn script_origin "origin" ( -52.36 -923.30 -146.00) "targetname" "random_explode3"
spawn script_origin "origin" (33.76 584.80 -60.58) "targetname" "random_explode4"
spawn script_origin "origin" ( -986.72 1097.52 -98.94) "targetname" "random_explode5"
spawn script_origin "origin" ( -2562.83 1148.51 -96.15) "targetname" "random_explode6"
spawn script_origin "origin" ( -3047.25 641.42 -133.57) "targetname" "random_explode7"
thread random_explode_start
level waittill spawn
end
//***--------------------------------------------------------------------------
//*** Random Explosions - Start
//***--------------------------------------------------------------------------
random_explode_start:
thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
thread random_explode5
thread random_explode6
thread random_explode7
$player playsound warn_player_arty_cover
end
random_explode1:
wait randomfloat(13)+16
$random_explode1 playsound leadinmp
wait 1
exec global/model.scr $random_explode1.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode1.origin 256 384
goto random_explode1
end
random_explode2:
wait randomfloat(13)+16
$random_explode2 playsound leadinmp
wait 1
exec global/model.scr $random_explode2.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode2.origin 256 384
goto random_explode12
end
random_explode3:
wait randomfloat(13)+16
$random_explode3 playsound leadinmp
wait 1
exec global/model.scr $random_explode3.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode3.origin 256 384
goto random_explode3
end
random_explode4:
wait randomfloat(13)+16
$random_explode4 playsound leadinmp
wait 1
exec global/model.scr $random_explode4.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode4.origin 256 384
goto random_explode4
end
random_explode5:
wait randomfloat(13)+16
$random_explode5 playsound leadinmp
wait 1
exec global/model.scr $random_explode5.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode5.origin 256 384
goto random_explode5
end
random_explode6:
wait randomfloat(13)+16
$random_explode6 playsound leadinmp
wait 1
exec global/model.scr $random_explode6.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode6.origin 256 384
goto random_explode6
end
random_explode7:
wait randomfloat(13)+16
$random_explode7 playsound leadinmp
wait 1
exec global/model.scr $random_explode7.origin models/emitters/explosion_bombdirt.tik
radiusdamage $random_explode7.origin 256 384
goto random_explode7
end
33rd[SS]SCpl.*LiTe*|AD|SP|
"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
-
nuggets
- General
- Posts: 1006
- Joined: Fri Feb 28, 2003 2:57 am
- Location: U-england-K (england in the UK) :P
- Contact:
if you create a log of your console it'll tell you where your errors are,
i, is the script running at all, does it say "DESTROYED VILLAGE" in the objectives?
ii, you have a goto random_explode12 at the end of thread random_explode 2, don't know if this is the main problem but it won't help
iii) i'd change your //*** to something else as // comments out the line,
but /* comments out and area until it reads */ this may be causing problems
iv) other than that i can't see anymore problems but that's where the log will help
i, is the script running at all, does it say "DESTROYED VILLAGE" in the objectives?
ii, you have a goto random_explode12 at the end of thread random_explode 2, don't know if this is the main problem but it won't help
iii) i'd change your //*** to something else as // comments out the line,
but /* comments out and area until it reads */ this may be causing problems
iv) other than that i can't see anymore problems but that's where the log will help
hope this helps, prob not cos it's all foreign 2 me :-/
I got it to work with a few adjustments but for some reason I can't get the radiusdamage to work hmm strange .
Code: Select all
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Destroyed Village"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm2"
local.master = spawn ScriptMaster
local.master aliascache leadinmp1 sound/weapons/explo/Exp_LeadIn_06.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp2 sound/weapons/explo/Exp_LeadIn_07.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp3 sound/weapons/explo/Exp_LeadIn_08.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp4 sound/weapons/explo/Exp_LeadIn_09.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp5 sound/weapons/explo/Exp_LeadIn_10.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp6 sound/weapons/explo/Exp_LeadIn_11.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp7 sound/weapons/explo/Exp_LeadIn_12.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp8 sound/weapons/explo/Exp_LeadIn_13.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache mortar sound/weapons/explo/Explo_Grenade1.wav soundparms 0.9 0.2 0.8 0.4 100 1000 auto loaded maps "m dm moh obj train"
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/mohdm2.scr
exec global/ambient.scr mohdm2
spawn script_origin "origin" ( -1063 -2952.20 -107.29) "targetname" "random_explode1"
spawn script_origin "origin" ( -508.26 -1984.76 -146.00) "targetname" "random_explode2"
spawn script_origin "origin" ( -52.36 -923.30 -146.00) "targetname" "random_explode3"
spawn script_origin "origin" (33.76 584.80 -60.58) "targetname" "random_explode4"
spawn script_origin "origin" ( -986.72 1097.52 -98.94) "targetname" "random_explode5"
spawn script_origin "origin" ( -2562.83 1148.51 -96.15) "targetname" "random_explode6"
spawn script_origin "origin" ( -3047.25 641.42 -133.57) "targetname" "random_explode7"
thread random_explode_start
level waittill spawn
end
//***--------------------------------------------------------------------------
//*** Random Explosions - Start
//***--------------------------------------------------------------------------
random_explode_start:
thread random_exploder1
thread random_exploder2
thread random_exploder3
thread random_exploder4
thread random_exploder5
thread random_exploder6
thread random_exploder7
$player playsound warn_player_arty_cover
end
random_exploder1:
wait (randomfloat(13) + 16)
$random_explode1 playsound leadinmp
wait 3
exec global/model.scr $random_explode1.origin "models/emitters/explosion_bombdirt.tik" 3
radiusdamage $random_explode1.origin 500 500
goto random_exploder1
end
random_exploder2:
wait (randomfloat(13) + 16)
$random_explode2 playsound leadinmp
wait 3
exec global/model.scr $random_explode2.origin "models/emitters/explosion_bombdirt.tik" 3
radiusdamage $random_explode2.origin 500 500
goto random_exploder2
end
random_exploder3:
wait (randomfloat(13) + 16)
$random_explode3 playsound leadinmp
wait 3
exec global/model.scr $random_explode3.origin "models/emitters/explosion_bombdirt.tik" 3
radiusdamage $random_explode3.origin 500 500
goto random_exploder3
end
random_exploder4:
wait (randomfloat(13) + 16)
$random_explode4 playsound leadinmp
wait 3
exec global/model.scr $random_explode4.origin "models/emitters/explosion_bombdirt.tik" 3
radiusdamage $random_explode4.origin 500 500
goto random_exploder4
end
random_exploder5:
wait (randomfloat(13) + 16)
$random_explode5 playsound leadinmp
wait 3
exec global/model.scr $random_explode5.origin "models/emitters/explosion_bombdirt.tik" 3
radiusdamage $random_explode5.origin 500 500
goto random_exploder5
end
random_exploder6:
wait (randomfloat(13) + 16)
$random_explode6 playsound leadinmp
wait 3
exec global/model.scr $random_explode6.origin "models/emitters/explosion_bombdirt.tik" 3
radiusdamage $random_explode6.origin 500 500
goto random_exploder6
end
random_exploder7:
wait (randomfloat(13) + 16)
$random_explode7 playsound leadinmp
wait 3
exec global/model.scr $random_explode7.origin "models/emitters/explosion_bombdirt.tik" 3
radiusdamage $random_explode7.origin 500 500
goto random_exploder7
end
-
omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
Omniscent-
Thanks for the idea but I don't think so. bdbodger is a more experienced scripter than I am and he's having trouble figuring out what's wrong. I doubt it's a spelling error since atleast two people have looked at the current script and found no spelling errors.
Thanks for the idea but I don't think so. bdbodger is a more experienced scripter than I am and he's having trouble figuring out what's wrong. I doubt it's a spelling error since atleast two people have looked at the current script and found no spelling errors.
33rd[SS]SCpl.*LiTe*|AD|SP|
"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
LoL. Thanks, that cleared everything up. I have a few more questions. Is it possible to change the amount of light in a level through scripting? Like make it cloudier or something like that? Also, whats the model for fire?
Thanks alot jv_map and bdbodger and everyone else
Thanks alot jv_map and bdbodger and everyone else
33rd[SS]SCpl.*LiTe*|AD|SP|
"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
