Destroyed Village Random Explosions

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LiTe
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Destroyed Village Random Explosions

Post by LiTe »

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.
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bdbodger
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Post by bdbodger »

There are lots of random explosion posts do a search for them .
LiTe
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Post by LiTe »

bdbodger wrote:There are lots of random explosion posts do a search for them .
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.

// 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
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bdbodger
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Post by bdbodger »

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
LiTe
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Post by LiTe »

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
33rd[SS]SCpl.*LiTe*|AD|SP|

"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
LiTe
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Posts: 34
Joined: Sat Dec 13, 2003 1:07 pm
Contact:

Post by LiTe »

Anyone out there?
33rd[SS]SCpl.*LiTe*|AD|SP|

"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
nuggets
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Posts: 1006
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Location: U-england-K (england in the UK) :P
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Post by nuggets »

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 :D
hope this helps, prob not cos it's all foreign 2 me :-/
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bdbodger
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Post by bdbodger »

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
 
LiTe
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Posts: 34
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Post by LiTe »

HEY! it works fine...except I don't hear the leadin wav and I don't take any damage. Does anyone have any idea what may be causing this?
33rd[SS]SCpl.*LiTe*|AD|SP|

"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
omniscient
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Posts: 694
Joined: Tue Sep 16, 2003 12:02 am

Post by omniscient »

looks like ur talkin to urself, so i figured id reply. i have no idea why it doesnt work as scripting is like spanish to me. u may want to check just to make sure u didnt misspell something.
LiTe
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Post by LiTe »

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.
33rd[SS]SCpl.*LiTe*|AD|SP|

"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
jv_map
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Location: The Netherlands
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Post by jv_map »

mohaa can find spelling errors much better and faster than you do :wink: and it will drop a message in the console when you've misspelled something :)

Anyway try this:

radiusdamage ($random_explode1.origin + (0 0 64)) 500 500
Image
LiTe
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Post by LiTe »

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 :)
33rd[SS]SCpl.*LiTe*|AD|SP|

"Casualties many; Percentage of dead unknown; Combat efficiency; we're winning."
- Colonel David M. Shoup
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