MOHAA Clay Pigeon Shooting!!!

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Cheetohs
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Post by Cheetohs »

How would one go about making different paths for the pigeon to go to?

I want to make atleast 3 different paths (slant left, straight, slant right).. then the pigeon randomly chooses one. This would be great so that the player wouldn't be able to hit the pigeon right as soon as it takes off (knowing where its going every time...)

Any help would be great, thanx. Im not great in the scripting department, so just to warn you :P
.:c|H|EE|TO|H|s|:.
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wacko
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Post by wacko »

you might even set two or three start points for the disks (wouldn't this be even more realistic?)
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Cheetohs
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Post by Cheetohs »

ya, that'd be sweet :D here are just a couple of ss of the level i have so far...(changes will be made ;) )

*EDITED X 2*... err.. like i said, ill try and get the pictures showing, but right now ill just post the links which.. hopefully.. work.

http://www.geocities.com/lordcheetohs/thenes
http://www.geocities.com/lordcheetohs/comparison

If they don't work.. contact me :( . STupid piece of crap.

he mountains in 2nd picture need to be bigger.. im on that.. ;)
.:c|H|EE|TO|H|s|:.
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Cheetohs
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Post by Cheetohs »

*Update - IF the SS dont work, they will sooner or later :P... but anywayz:

I still can't get the damage down for the pigeons, ill post what i have in the .scr (its a lil long):

Code: Select all

clay_shoot_start:

//----------------------------------------------------\\

//wait for the trigger to be pressed

$clay_trigger waittill trigger

//Animate the switch

$clay_switch playsound alarm_switch

$clay_switch anim turn

//Give the player time to line up shot after pressing switch

wait 3

//launch the clay!

waitthread fire_clay

//Start again!

goto clay_shoot_start 

end

//----------------------------------------------------\\

fire_clay:

//----------------------------------------------------\\

//Spawn the clay

//You can only spawn a model so we are using this bottle

//You can use whatever you want

level.clay = spawn static/bottle_large.tik

level.clay.origin = $clay_target.origin

//Bind the trigger to the target

$clay_target_trigger bind $clay_target

//Bind the clay to the target

level.clay bind $clay_target

//Enable the target trigger

$clay_target_trigger triggerable

for ( local.i = 1; local.i <= 6; local.i++ )

{


//move the clay along the path

//Time is set to 0.5 second between each path origin.

//This is slow and you can use your own speed

$clay_target time 0.5

$clay_target moveto $("clay_path" + local.i)

$clay_target move


wait 0.5

}

//remove the clay

level.clay delete

//Move Trigger back to start place

$clay_target time 0.5

$clay_target moveto $clay_launcher

$clay_target move

wait 1

end

///------------------------------------\\\

clay_hit_thread:

///------------------------------------\\\

$clay_target_trigger nottriggerable


level.clay_ex = spawn animate/fx_explosion_tank.tik

level.clay_ex.origin = $clay_target.origin

level.clay_ex anim start

level.clay delete

waitframe

end
.:c|H|EE|TO|H|s|:.
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Pvt.Army
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Post by Pvt.Army »

what about the trigger in the map, does that have a setthread so when it is activated it runs the thread in the script? Also, have you got the spawnflags for the trigger set to 128?
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