Barbed wire cause hurt to players?
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=Sgt. Daniel R. O*Neil=
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Barbed wire cause hurt to players?
I wondering how you make it so barbed wire causes pain to the players in mohaa because i would like to use that same idea to cause pain to players when they enter the water. Does anyone know how>? 
"Sometimes to cause the biggest change in the world, is as something as small as saying "Hi" to someone, on a crowded bus"
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=Sgt. Daniel R. O*Neil=
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=Sgt. Daniel R. O*Neil=
- Second Lieutenant
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YAY !!! Yes this is for mulitplayer. Its like moat that surrounds two castle/forts. Ive got another question but its out of curiousity. We all know that sometimes when you forget to miter a wall and you have conflicting textures that sometimes textures wont show up or will dissappear when you compile the map. Ive noticed that when you make a patch of terrain that you can have it intersecting with other textures and it doesnt cause any problems at all. Terrain is almost like a blessing. Im just curious why terrain doesnt cause problems when interesecting other textures like having half of a texture poking through the top of a map and the rest underneath? Just interesting i think 
"Sometimes to cause the biggest change in the world, is as something as small as saying "Hi" to someone, on a crowded bus"
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=Sgt. Daniel R. O*Neil=
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This is Wombat's script I think. I assume the single player version doesn't work.
Code: Select all
//*********************************************************************************************************************************************
//*** barbwire script - modified from the original minefield.scr
//*** The player enters the barbwire, he'll start to be hurt slowly till he exits.
//*** This main thread is called by this script and should not be called by the
//*** level script itsself. The level script should call barbwire_setup
//*** syntax ------------------------------------
//*** barbwire <this is the index number for the array of barbwire triggers>
//*********************************************************************************************************************************************
barbwire local.index:
barbwire_loop:
$barbwire[local.index] waittill trigger
local.sucker = parm.other
if (local.sucker istouching $barbwire[local.index] == 1)
{
local.sucker exec global/bullethit.scr (0 -1 0) 1 1 1
wait 1
goto barbwire_loop
}
goto barbwire_loop
end
//**************************************
//*** single version barbwire thread
barbwire_single:
$barbwire waittill trigger
if (local.sucker istouching $barbwire == 1)
{
local.sucker exec global/bullethit.scr (0 -1 0) 2 1 1
wait 1
goto barbwire_single
}
else
{
goto barbwire_single
}
end
//*************************************************
//*** setup the barbwires
//*** the level scripts should call this thread
//*************************************************
barbwire_setup:
if ($barbwire == NULL)
{
println "^~^~^ There are no barbwires in the map!!!"
goto barbwire_setup_end
}
/*
if ($barbwire.size == 1)
{
thread barbwire_single
goto barbwire_setup_end
}
*/
for (local.i = 1 ; local.i <= $barbwire.size ; local.i ++)
{
thread barbwire local.i
}
barbwire_setup_end:
end-
=Sgt. Daniel R. O*Neil=
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=Sgt. Daniel R. O*Neil=
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