Post your scripting questions / solutions here
Moderator: Moderators
-
Elgan
- Site Admin
- Posts: 890
- Joined: Tue Apr 13, 2004 10:43 pm
- Location: uk
-
Contact:
Post
by Elgan »
can i spawn and make a bazooka and make it fire?
also
like with the flak88's is there a wait till on target cmd for mg42's?
local.gun2 setaimtarget local.org
local.gun2 wait on target?
local.gun2 startfiring
-
jv_map
- Site Admin
- Posts: 6521
- Joined: Tue Sep 03, 2002 2:53 pm
- Location: The Netherlands
-
Contact:
Post
by jv_map »
1) Yes, just spawn a bazooka and then do local.mybazooka anim fire

or local.mybazooka shoot
2) Yes, try waittill ontarget but in my experience it sometimes crashes
Alternatively you could easily script a waittill ontarget condition yourself
Example
Code: Select all
waittillontarget local.gun local.targetent:
while !(waitthread isontarget local.gun local.targetent)
wait 0.20
end
isontarget local.gun local.targetent:
local.vectotarget = vector_normalize (local.targetent.origin - local.gun.origin)
local.gunvec = local.gun.forwardvector
local.dotvec = local.gunvec * local.vectotarget
// 2 * arccos 0.95 gives the fov that's considered 'on target' (+- 10 degrees)
if(local.dotvec >= 0.95)
end 1
else
end 0
end
Last edited by
jv_map on Tue Jun 01, 2004 5:03 pm, edited 1 time in total.
-
Elgan
- Site Admin
- Posts: 890
- Joined: Tue Apr 13, 2004 10:43 pm
- Location: uk
-
Contact:
Post
by Elgan »
cool thanx. i tried a wait till and it made the guns explode:S:S...
its fine how it is anyway:D
-
jv_map
- Site Admin
- Posts: 6521
- Joined: Tue Sep 03, 2002 2:53 pm
- Location: The Netherlands
-
Contact:
Post
by jv_map »
lol impatient guns I suppose

-
blue60007
- General
- Posts: 1247
- Joined: Sun Mar 07, 2004 11:44 pm
Post
by blue60007 »
jv_map wrote:1) Yes, just spawn a bazooka and then do local.mybazooka anim fire

or local.mybazooka shoot
Hey cool I didn't know you could do that.

-
Elgan
- Site Admin
- Posts: 890
- Joined: Tue Apr 13, 2004 10:43 pm
- Location: uk
-
Contact:
Post
by Elgan »
"model" "weapons/kt2/bazooka.tik"
local.rockets anim fire
local.rockets2 anim fire
and it crashes mohaa:S
-
Elgan
- Site Admin
- Posts: 890
- Joined: Tue Apr 13, 2004 10:43 pm
- Location: uk
-
Contact:
Post
by Elgan »
and local.rockets2 shoot
does nothing..maybe they need ammo?
-
Elgan
- Site Admin
- Posts: 890
- Joined: Tue Apr 13, 2004 10:43 pm
- Location: uk
-
Contact:
Post
by Elgan »
errm now when i try local.rocket shoot it also crashes mohaa:S:S:S
-
jv_map
- Site Admin
- Posts: 6521
- Joined: Tue Sep 03, 2002 2:53 pm
- Location: The Netherlands
-
Contact:
Post
by jv_map »
You should spawn a bazooka, not a script_model with the bazooka model
Like this:
local.myzooka = spawn weapons/bazooka.tik
-
Elgan
- Site Admin
- Posts: 890
- Joined: Tue Apr 13, 2004 10:43 pm
- Location: uk
-
Contact:
Post
by Elgan »
errm
//
//local.rockets = spawn weapons/kt2/bazooka.tik
//local.rockets.angles = local.plane.angles
i was using that?
isnt that what u mean though:S
-
blue60007
- General
- Posts: 1247
- Joined: Sun Mar 07, 2004 11:44 pm
Post
by blue60007 »
Well you have it commented, nothing will happen with that script.
-
Elgan
- Site Admin
- Posts: 890
- Joined: Tue Apr 13, 2004 10:43 pm
- Location: uk
-
Contact:
Post
by Elgan »
lol thats because i commented it out then pasted it here

!.
i tried 1 last time but it just crashes the game:(
-
Elgan
- Site Admin
- Posts: 890
- Joined: Tue Apr 13, 2004 10:43 pm
- Location: uk
-
Contact:
Post
by Elgan »
hehe its cool. btw if you would like to have a play with the planes the serv is up and less full as forced dmw 3.0 is on
connect with it and you will be fine..
-
blue60007
- General
- Posts: 1247
- Joined: Sun Mar 07, 2004 11:44 pm
Post
by blue60007 »
Hey I'll be right there...