GAME DOES NOT END

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sg.Pepper
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GAME DOES NOT END

Post by sg.Pepper »

Thanks for all, men.
Angle for spawning works, respawning works, countdown set of bomb is good, but i still can't plant the bomb, although it is in the middle of the map and in empty space.
Yet one qustion. Bots plant bomb, bomb exploded, but game does not end (allies/axis win). Why?
Thanks for answers. Have a good time. :wink:
jv_map
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Post by jv_map »

You need to script your victory conditions yourself, like:

Code: Select all

allies_win:
  while($bomb.exploded != 1)
    waitframe

  teamwin allies
end
If you can't plant the bomb something is probably wrong with the bomb trigger setup, so best check targetnames and key/values of the trigger.

1 other thing please don't type entire thread titles in caps :wink: thanks :)
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sg.Pepper
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ok

Post by sg.Pepper »

OK
sg.Pepper
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Post by sg.Pepper »

NICE
Already it all works. Oncemore, realy thanks for your help.
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DAMAGE RADIUS

Post by sg.Pepper »

Hello,
tell me someone, how i set a damage radius for bomb?
jv_map
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Post by jv_map »

Well the explosion radius can't be changed easily, but you could make a trigger inside which you want everyone to die when the bomb goes off. Simply make this trigger (or non solid script_object) with a targetname (e.g. 'killtrigger'), then in your script type something like this:

Code: Select all

$bomb.killarea = $killtrigger
8-)
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sg.Pepper
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Post by sg.Pepper »

tabks
Bjarne BZR
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Post by Bjarne BZR »

jv_map wrote:Well the explosion radius can't be changed easily
Cant you do this? :

Code: Select all

	// Default damage of the bomb 
	level.bomb_damage = 200
	// Default radius of bomb blast
	level.bomb_explosion_radius = 2048
Not sure where I picked it up... think its in V2... ( that also has a killtrigger... so the radius stuff may be unessesary fluff... )
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sg.Pepper
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Post by sg.Pepper »

It still does not work
I have trigger_multiple with targetname killtrigger around a bomb.
In set of bomb with targetname panel_bomb i have too: $killarea/killtrigger.
But bomb kill me and bots also outside of killtrigger area.
In script is:

//TESTbomb

main:
setcvar "g_scoreboardpic" "none"
setcvar "g_obj_alliedtext1" "TEST"
setcvar "g_obj_alliedtext2" "bomb"
setcvar "g_obj_alliedtext3" "3"
setcvar "g_obj_axistext1" "1"
setcvar "g_obj_axistext2" "2"
setcvar "g_obj_axistext3" "3"

level waittill prespawn

exec global/DMprecache.scr
soundtrack "maps/obj/testbomb.mus"
forcemusic normal

level.script = maps/obj/testbomb
exec global/exploder.scr::main


level waittill spawn

$panel_bomb.killarea = $killtrigger
level.bomb_damage = 10
level.bomb_explosion_radius = 50
level.targets_to_destroy = 1
level.dmrespawning = 1


$panel_bomb thread global/jv_obj_dm.scr::bomb_thinker
waitthread global/jv_bots/jv_mp_ai.scr::enable 0 0 0 0

allies_win:
while($panel_bomb.exploded != 1)
waitframe

teamwin allies


while !(level.roundstart)

end

What is wrong?
Bjarne BZR
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Post by Bjarne BZR »

Do you have any exploderfire objects in the explosion?
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sg.Pepper
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Post by sg.Pepper »

yes
model models/animate/fx_explosion_tank.tik
and three animated brushes (targeted to script_origin), which blow away after explosion
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Post by Bjarne BZR »

Well, I think that tank explosion FX has some destructive abilities in itself. So it its big, it may cause damage outside the killarea (if its a small kill area).

Take a look at the explosion objective in the example map in the "vis_leafgroup hands on" tutorial on this site, and compare it to yours... any big differences?
Do you get any errors in the console?
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Post by sg.Pepper »

YES, its not big kill area. I look at this example map.
In console is only one error, but it is not cause of this map.
Console always say:
LOCALIZATION ERROR: Mohaa console does not have a localization entry
LOC......... ............... "NOTHING" does not heve a localization entry
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