Hi Ya'll,
Is there a way to remove models through scripting, i am editing tunisia map and want to remove certain models, so they cqan't be seen, can this be done through scripting?
Thanks
Removing Existing Models through Scripting
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Bjarne BZR
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BSP
I think so, but you must open the BSP file, with Wordpad, and find out the targetname that was assigned to the model.
$targetnaqme remove
$targetnaqme remove
Fire hurt
I am using a fire burn script, basically you near the ire you die slowly until u move away, only problem it dosen't always burn
I go near it at start of map it burns, play a few games it doesn't can anyone help, I am posting in same topic to save multiple posting
Here is the script, was taken from another mod, you probably know it
firehurts:
self loopsound fire_large
while(1)
{
for(local.i=1;local.i <= $player.size ; local.i++)
{
if ( $player[local.i] istouching self)
{
self volumedamage 1
$player[local.i] playsound player_death
}
}
waitframe
}
end
It does work but not all the time, maybe a loop or something but nothing i do makes it burn all the time, burn as in hurt the player standing in it
I go near it at start of map it burns, play a few games it doesn't can anyone help, I am posting in same topic to save multiple posting
Here is the script, was taken from another mod, you probably know it
firehurts:
self loopsound fire_large
while(1)
{
for(local.i=1;local.i <= $player.size ; local.i++)
{
if ( $player[local.i] istouching self)
{
self volumedamage 1
$player[local.i] playsound player_death
}
}
waitframe
}
end
It does work but not all the time, maybe a loop or something but nothing i do makes it burn all the time, burn as in hurt the player standing in it
EF2_axis_station
Check out my map called EF2_axis_station. Click on my signature logo to download it.
It has a big blue window that, when borken by a player in front of it, will burn the player to death. It was hard getting the fire to appear on the body after it falls to the ground. It also has gas that hurts players who jump through the window opening after it has exploded.
It has a big blue window that, when borken by a player in front of it, will burn the player to death. It was hard getting the fire to appear on the body after it falls to the ground. It also has gas that hurts players who jump through the window opening after it has exploded.
Code: Select all
//*** --------------------------------------------
//*** "Gas Window threads"
//*** --------------------------------------------
gas_window:
thread window_explode
wait .2
local.nothappy = parm.other
if (local.nothappy istouching $gas_killer1)
{
local.nothappy damage local.nothappy 120 local.nothappy (0 0 0) (0 0 0) (0 0 0) 1 2 6 0
volumedamage $gas_killer1 250
wait 1
local.fire = spawn script_model angle "-1"
local.fire model "emitters/firegood.tik"
local.fire.scale = .75
local.fire.origin = local.nothappy.origin + (0 0 16)
local.player = parm.other
$gas_killer1 remove
wait 9.5
local.fire remove
}
thread gaskill
$gas1 anim start
wait 5
$gas1 anim stop
end
window_explode:
wait .2
$gas_window_clip remove
spawn script_origin targetname "exp_speaker"
$exp_speaker.origin = $gas_window_speaker.origin
$exp_speaker playsound explode_flak884
$gas_window_fire anim start
$gas_window_speaker loopsound fire_large
wait 5
$gas_window_speaker stoploopsound
$gas_window_fire remove
end
gaskill:
local.sucker = parm.other
if (local.sucker istouching $gas_killer2 == 1)
{
radiusdamage local.sucker.origin 10 16
}
wait 1
goto gaskill
end

