I know i'm gonna sound like a complete n00b
I've looked at all the tuts on triggers and bombers and global strafing and searched the forums for relevent triggering info, but i'm still at a loss.
I've even dismantled the example maps and tried to duplicate but i can't get it to work.
I can make the plane fly, loop, barrel roll, and all sorts, but i can't make it work with a trigger_multiple.
Here's the set up.
I have a set number of splinepaths tracking across the map for the plane's path. I have set all the variables and tested it in another test area and set it to run shortly after spawn and i see the plane fly overhead
i set a trigger up using right click context menu, entered data thusly:
#set /2
$targetname / bomber_trig <--- this triggers name
classname / trigger_multiple
setthread / bomber1 <---thread name in scr file
target / bomberpath <--- this is the first splinepath name
when this info is set, a red line appears between the trigger and the splinepath, this i take it means they are linked.
Below is a copy of my .scr file i'm using.....
main:
setcvar "g_obj_alliedtext1" "Testing bomber path"
setcvar "g_obj_alliedtext2" "with"
setcvar "g_obj_alliedtext3" "trigger"
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
exec global/DMprecache.scr
exec global/ambient.scr random
exec global/exploder.scr
level waittill spawn
thread random_explode_start
thread bomber1
end
random_explode_start:
thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
end
random_explode1:
wait (randomfloat 13 + 16)
$random_explode1_origin playsound leadinmp
wait 1
$random_explode1 anim start
radiusdamage $random_explode1_origin 256 384
goto random_explode1
end
random_explode2:
wait (randomfloat 7 + 14)
$random_explode2_origin playsound leadinmp
wait 1
$random_explode2 anim start
radiusdamage $random_explode2_origin 256 384
goto random_explode2
end
random_explode3:
wait (randomfloat 5 + 8)
$random_explode3_origin playsound leadinmp
wait 1
$random_explode3_origin playsound leadinmp
$random_explode3 anim start
radiusdamage $random_explode3_origin 256 512
goto random_explode3
end
random_explode4:
wait (randomfloat 8 + 12)
$random_explode4_origin playsound leadinmp
wait 1
$random_explode4 anim start
radiusdamage $random_explode4_origin 256 480
goto random_explode4
end
bomber1:
$bomber_trig waittill trigger
$bomber_trig start
exec global/ambient.scr plane
end
Now, i've been playing with this script for about a week and a half and i must say, i'm going bald from the stress of it...please, help, i don't have much more hair left!!!
Here's a quick description of what i had in mind...
A solider runs through a gate and sets off the trigger which either waits 15 secs or starts the plane flying stright away ( maybe random time limit within a 20 sec time frame here ) This then hopefully works out that by time the soldier has entered the compound, the plane will then fly overhead, and perform a barel roll over the compound, from this point i can script and create further events, but geezz.. i know it's lame, i'm a total n00b, i need help
Strangly, i had no problems with barbwire triggers for hurting players. just trigger activating a thread with in the main .scr file or should i put the bomber stuff into a seperate .scr file???
Thank in advance for any pearls or wisdom


