I would like some help in making an obj map.
I need to be able to blow a door using a sticky bomb.
I want it so the bomb is not an objective, and you dont have to complete it to win..
I want this so I can put the two obj's on the other side of the door..
Thanks
Blow the door
Moderator: Moderators
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chrisjbooth2001
- Colour Sergeant
- Posts: 77
- Joined: Thu Dec 18, 2003 12:57 am
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chrisjbooth2001
- Colour Sergeant
- Posts: 77
- Joined: Thu Dec 18, 2003 12:57 am
I understand that, but I want it so only a sticky bomb can blow it up...
I want a map where I can blow the door, steal the docs, and then kill an AI bloke.
I have followed the tutorials to make the door and the docs, but I cant get the scripts to go together, and work!
Oh, and its me, CaptainCakklesby.. I am also part of the MOH Team
I want a map where I can blow the door, steal the docs, and then kill an AI bloke.
I have followed the tutorials to make the door and the docs, but I cant get the scripts to go together, and work!
Oh, and its me, CaptainCakklesby.. I am also part of the MOH Team
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Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
Try this:
1. make your door a script object with a name door1
2. make your destroyed door script object with the name door1_off
3. make a script object and make this
model/animate/pulse_explosive.tik
targetname/door1_pulse
4. make a fx_explosion you choose and give it a targetname/door1_explosion_fx
5. make a triggeruse with target name door1_trigger
then insert this script:
level waittill prespawn
$door1_off hide
$door1_nopulse hide
bombs_setup:
thread bomb1_start
end
bomb1_start:
while(1)
{
$door1_trigger waittill trigger
local.player = parm.other
if (local.player.dmteam != axis)
{
goto door1
}
}
end
door1:
$door1_trigger playsound plantbomb
$door1_nopulse show
$door1_pulse hide
local.player = parm.other
local.player stopwatch 5
$door1_nopulse playsound plantbomb
wait .5
$door1_nopulse loopsound final_countdown
wait 5
$door1_nopulse stoploopsound
radiusdamage $door1_nopulse.origin 120 256
thread jitter_large
$door1_explosion_fx anim start
$door1 remove
$door1_off show
$door1_nopulse remove
$door1_pulse remove
iprintlnbold "insert text here"
1. make your door a script object with a name door1
2. make your destroyed door script object with the name door1_off
3. make a script object and make this
model/animate/pulse_explosive.tik
targetname/door1_pulse
4. make a fx_explosion you choose and give it a targetname/door1_explosion_fx
5. make a triggeruse with target name door1_trigger
then insert this script:
level waittill prespawn
$door1_off hide
$door1_nopulse hide
bombs_setup:
thread bomb1_start
end
bomb1_start:
while(1)
{
$door1_trigger waittill trigger
local.player = parm.other
if (local.player.dmteam != axis)
{
goto door1
}
}
end
door1:
$door1_trigger playsound plantbomb
$door1_nopulse show
$door1_pulse hide
local.player = parm.other
local.player stopwatch 5
$door1_nopulse playsound plantbomb
wait .5
$door1_nopulse loopsound final_countdown
wait 5
$door1_nopulse stoploopsound
radiusdamage $door1_nopulse.origin 120 256
thread jitter_large
$door1_explosion_fx anim start
$door1 remove
$door1_off show
$door1_nopulse remove
$door1_pulse remove
iprintlnbold "insert text here"
