If i wanted to blow up say a water tower wood it be possible to also have the legs supporting it collapse to the floor?
If so how would i achieve this
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Collapsing Stuff?
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Collapsing Stuff?
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dooguesgoober4
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Nemesis has a good tutorial on how to destroy walls and other stuff....maybe you could use that on the supports underneath the tower or whatever....
http://users.1st.net/kimberly/Tutorial/ ... gawall.htm
http://users.1st.net/kimberly/Tutorial/ ... gawall.htm
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Shortricci
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Blowing the supports is easy enuff but then your left with something floating in the air
hmmm maybe i can have a trigger on the explosion setting off a combination of the rotatex/z/y and move commands if that a) makes sense and b) is possible
hmmm maybe i can have a trigger on the explosion setting off a combination of the rotatex/z/y and move commands if that a) makes sense and b) is possible
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I am using the Func>crate setting to allow players to blow up the planks from a floor in a room with spikes below it. But when I accidentally made one of the support beams a Func>crate object, it cause all the planks on top of it to fall when it blew up. (But they just fell straight down)
Perhaps you can make the legs of your water tower a Func>crate. You will probably have to put a bullet clip around them so players can't just shoot the legs off. Maybe that will make the water tower fall. And you can accent it with debris objects. Maybe you can script the tower so that when it falls, you swap it out for an exploder object ? I haven't tried anything that complicated with scripts yet.
Perhaps you can make the legs of your water tower a Func>crate. You will probably have to put a bullet clip around them so players can't just shoot the legs off. Maybe that will make the water tower fall. And you can accent it with debris objects. Maybe you can script the tower so that when it falls, you swap it out for an exploder object ? I haven't tried anything that complicated with scripts yet.
Diego
You can also make part of the tower a exploder and use the global/exploder.scr then make the rest of the tower a script object and don't forget to put a brush with the origin texture on it at the base then do the explosion and rotate the script object to make it fall . The brush with the origin texture on it will act like a hindge and the tower will rotate on that brush . Something like this
exec global/exploder.scr::explode 1
wait .5
$tower time .5
$tower rotatexdownto -90
$tower waitmove
if you are good at rotateing things you can script it better than that . You rotate parts that are bound to other parts that have origin brushes I mean like have the origin brushes of the tower at the top of the legs
$tower bind $legs
exec global/exploder.scr::explode 1
$tower time .5
$legs time .5
$legs rotatexdownto -60
$tower rotatexdownto -110
$legs move
wait .5
$tower waitmove
this is just an example I don't know what is will look like without testing but I hope you get the idea the legs rotate and so does the tower because it is bound to the legs then you rotate the tower more .
exec global/exploder.scr::explode 1
wait .5
$tower time .5
$tower rotatexdownto -90
$tower waitmove
if you are good at rotateing things you can script it better than that . You rotate parts that are bound to other parts that have origin brushes I mean like have the origin brushes of the tower at the top of the legs
$tower bind $legs
exec global/exploder.scr::explode 1
$tower time .5
$legs time .5
$legs rotatexdownto -60
$tower rotatexdownto -110
$legs move
wait .5
$tower waitmove
this is just an example I don't know what is will look like without testing but I hope you get the idea the legs rotate and so does the tower because it is bound to the legs then you rotate the tower more .
Yet another option.
In this tutorial map I have telephone polls that can be shot to make them fall over. They always fall away from the player that shot them. So, you could just make the whole tower fall over, if you want.
http://pages.sbcglobal.net/tltrude/Temp/altelevator.zip

The triggers at the base of the polls are not really triggers. They are "func_explodeobject"--easier to kill than a trigger_multiple.
http://pages.sbcglobal.net/tltrude/Temp/altelevator.zip

The triggers at the base of the polls are not really triggers. They are "func_explodeobject"--easier to kill than a trigger_multiple.
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omniscient
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There are lots of ways to do it if you know how . You imagine each step and script it . Tom know how to do that well . By makeing script objects and rotateing them or moveing them you can coriagraph ( forgive the spelling ) the movements quite well . You can also add effects to it . I don't think anyone can tell you exactly how to do it trial and error is the best way . Make parts script objects , remember to have origin brushes as part of the script objects they are the rotation points . If you bind part 1 to part 2 then rotate or move part 2 then part 1 moves with it . Imagine it like you are makeing a film and do it step by step . Good luck
Thanks very much guys there are some things you've said thats kicked me brain into gear lol, so i'll work on it thanks for the link to that file Tom once again you rock!!!! lol
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