Mortar Hit????
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Mortar Hit????
For my Stargate im hoping to add a mortar hit before the gate opens to represent the kawoosh effect - water plume that shoots from the gate before the event horizon (puddle) forms
How would I achieve this? I imagine it would be tied into the trigger on my pedestal so i dont really need help there I just need to know how to add the effect.... cheers
How would I achieve this? I imagine it would be tied into the trigger on my pedestal so i dont really need help there I just need to know how to add the effect.... cheers
.MDT Webmaster, Mapper, Moddeler & Concept Artist
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animate_fx_mortar-water
It is under Animate. But, I think you will not be able to make it fall back sideways.
animate > fx > mortar-water
You'll probably have to make a new tik for what you want. First try making a script_model using the "fx_mortar_water.tik" model. "grenexp_water.tik" might be a good one to modify--under fx.
animate > fx > mortar-water
You'll probably have to make a new tik for what you want. First try making a script_model using the "fx_mortar_water.tik" model. "grenexp_water.tik" might be a good one to modify--under fx.
Last edited by tltrude on Tue Mar 23, 2004 1:19 pm, edited 1 time in total.
cheers ill try that but i still got 4 hours to go till i finish work
so it wont be till later 
.MDT Webmaster, Mapper, Moddeler & Concept Artist
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How do I get this to run do i have to add it to my script?
If so can I get it to run from a trigger use?
So...
In the map i'd add the mortar via script_model (fx_mortar_water.tik)
or could i use script_object and then add the model to it in the key/value area?
So then
have the tigger_use with k/v of targetname : waterboom
then the script_model or script_object with k/v of target : waterboom
then in the script (My Scripting knonwledge is terrible so I doubt this will be right but ill have a go)
If so can I get it to run from a trigger use?
So...
In the map i'd add the mortar via script_model (fx_mortar_water.tik)
or could i use script_object and then add the model to it in the key/value area?
So then
have the tigger_use with k/v of targetname : waterboom
then the script_model or script_object with k/v of target : waterboom
then in the script (My Scripting knonwledge is terrible so I doubt this will be right but ill have a go)
Code: Select all
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waittill prespawn
exec global/DMprecache.scr
level.script = "maps/dm/dm_boomtest.scr"
$waterboom nottriggerable
thread waterboom
level waittill spawn
end
////WATERBOOM/////
thread waterboom
$waterboom triggerable
end.MDT Webmaster, Mapper, Moddeler & Concept Artist
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Has Anyone had a chance to look at this yet???
.MDT Webmaster, Mapper, Moddeler & Concept Artist
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Ok i'm bumping this again anyone feel like helping cos its needed for my stargate project......
Thanks
Thanks
.MDT Webmaster, Mapper, Moddeler & Concept Artist
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well since i hate talking to myself as it appears ur doing, ill tell ya that i dont even know waht it is ur trying to acieve. ive never watched stargate, so i have no idea what the "puddle" effect it.
There are only 10 kinds of people in this world; those who know what binary is, and those who don't.
Just like this


.MDT Webmaster, Mapper, Moddeler & Concept Artist
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as I had the pleasure to play around with the tiki of animate/adam-pipe-steam for something i wanted to achieve, I believe that this is something u should try too. No idea though how u could realize a fall back, maybe with two tikis (one forth and one back), but altleast there's that growing and steaming look...
boom
I think you must be loosing brain cells fast. It is easy to animate an explosion entity. Don't target the trigger with the entity. Give the entity a targetname like, "waterboom" and the trigger_use a targetname like, "waterboom_trigger".
It will probably go streight up because it says "angles 0 0 crandom 360" several times in the tik file for that explosion.
Code: Select all
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "dm_boomtest"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waittill prespawn
exec global/DMprecache.scr
level.script = "maps/dm/dm_boomtest.scr"
$waterboom anim idle
thread waterboom
level waittill spawn
end
////WATERBOOM/////
waterboom:
$waterboom_trigger waittill trigger
$waterboom anim start
wait 2 // adjust this time for desired effect (full animation is 3.5 or more).
$waterboom anim idle
wait 3 // delay before trigger is reset
goto waterboom
end
I think you must be loosing brain cells fast.
Thanks for the help
.MDT Webmaster, Mapper, Moddeler & Concept Artist
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Well I've played around with the tiki and changing the angles doesnt effect where the beggining of the mortar hit comes from so I'm dumping that idea.
So now i really don't know what to do to get this effect in the map
So now i really don't know what to do to get this effect in the map
.MDT Webmaster, Mapper, Moddeler & Concept Artist
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explosion
Find one that does explode sideways and change it into water. To save time you can spawn the explosions and test different ones by just changing the tiki in the script.
Code: Select all
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "dm_boomtest"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
local.master = spawn ScriptMaster
local.master aliascache flush_gate sound/weapons/explo/exp_water_03.wav soundparms 1.0 0.2 0.8 0.4 1000 8000 weapon loaded maps "m dm obj "
level waittill prespawn
exec global/DMprecache.scr
level.script = "maps/dm/dm_boomtest.scr"
$waterboom anim idle
thread waterboom
level waittill spawn
end
////WATERBOOM/////
waterboom:
$waterboom_trigger waittill trigger
local.flush = spawn script_model angle "90" // This may not be the right angle
local.flush model models/emitters/fireball_matrix.tik
local.flush.origin = $waterboom.origin + (0 0 0)
local.flush.scale = 1
local.flush anim start
local.flush playsound flush_gate
wait 3 // delay before trigger is reset
goto waterboom
end
