Mortar Hit????

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Shifty
Map Reviewer
Posts: 717
Joined: Sun Dec 15, 2002 11:53 pm
Location: UK
Contact:

Mortar Hit????

Post by Shifty »

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
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer
Image
http://www.shiftys-bunker.tk Under Construction
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

animate_fx_mortar-water

Post by tltrude »

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.
Last edited by tltrude on Tue Mar 23, 2004 1:19 pm, edited 1 time in total.
Tom Trude,

Image
Shifty
Map Reviewer
Posts: 717
Joined: Sun Dec 15, 2002 11:53 pm
Location: UK
Contact:

Post by Shifty »

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
.Map Reviewer
Image
http://www.shiftys-bunker.tk Under Construction
Shifty
Map Reviewer
Posts: 717
Joined: Sun Dec 15, 2002 11:53 pm
Location: UK
Contact:

Post by Shifty »

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)

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
.Map Reviewer
Image
http://www.shiftys-bunker.tk Under Construction
Shifty
Map Reviewer
Posts: 717
Joined: Sun Dec 15, 2002 11:53 pm
Location: UK
Contact:

Post by Shifty »

Has Anyone had a chance to look at this yet???
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer
Image
http://www.shiftys-bunker.tk Under Construction
Shifty
Map Reviewer
Posts: 717
Joined: Sun Dec 15, 2002 11:53 pm
Location: UK
Contact:

Post by Shifty »

Ok i'm bumping this again anyone feel like helping cos its needed for my stargate project......

Thanks
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer
Image
http://www.shiftys-bunker.tk Under Construction
kai0ty
Brigadier General
Posts: 507
Joined: Fri Mar 19, 2004 1:45 am

Post by kai0ty »

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.
Shifty
Map Reviewer
Posts: 717
Joined: Sun Dec 15, 2002 11:53 pm
Location: UK
Contact:

Post by Shifty »

Just like this

Image
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer
Image
http://www.shiftys-bunker.tk Under Construction
kai0ty
Brigadier General
Posts: 507
Joined: Fri Mar 19, 2004 1:45 am

Post by kai0ty »

sweet jesus!
well why not just make a cylinder that progressively get bigger??
texture it with water and viola.
There are only 10 kinds of people in this world; those who know what binary is, and those who don't.
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

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...
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

boom

Post by tltrude »

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".

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

It will probably go streight up because it says "angles 0 0 crandom 360" several times in the tik file for that explosion.
Tom Trude,

Image
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Re: boom

Post by wacko »

tltrude wrote:I think you must be loosing brain cells fast
:?:
Shifty
Map Reviewer
Posts: 717
Joined: Sun Dec 15, 2002 11:53 pm
Location: UK
Contact:

Post by Shifty »

I think you must be loosing brain cells fast.
:cry:

Thanks for the help
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer
Image
http://www.shiftys-bunker.tk Under Construction
Shifty
Map Reviewer
Posts: 717
Joined: Sun Dec 15, 2002 11:53 pm
Location: UK
Contact:

Post by Shifty »

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 :(
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer
Image
http://www.shiftys-bunker.tk Under Construction
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

explosion

Post by tltrude »

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 
Tom Trude,

Image
Post Reply