Stupid Artillery

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Lone_Rebel
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Stupid Artillery

Post by Lone_Rebel »

Hey guys Im sure this is a nooby sounding problem, but I have some nebel werfers in my map, and people are complaining cause when they die they just disappear, and I cant for the life of me remember how to give them a destroyed model.....
It's not whether you win or lose... It is how many enemies you take down with you that counts.
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

targetname/explodersmashed

duhh :roll: :roll: :roll:
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Lone_Rebel
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Post by Lone_Rebel »

well unless i screwed up that IS what I did, lemme go back over it probably a typo...
It's not whether you win or lose... It is how many enemies you take down with you that counts.
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Lone_Rebel
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Post by Lone_Rebel »

Okay, I checked and I had screwed up (forgot the exploder.scr in my script! duh!) but I still have a problem, now the destroyed model doesnt show up b4 the actual nebel werfer turret is destroyed, but it wont show up after either... could this have anything to do with the fact that its one of the usable nebelwerfers or something?
It's not whether you win or lose... It is how many enemies you take down with you that counts.
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bdbodger
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Post by bdbodger »

make sure the destroyed model has the same set number .
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Lone_Rebel
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Post by Lone_Rebel »

theyre both #set 2
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

did you check the targetname yet? (explodersmashed)
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Lone_Rebel
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Post by Lone_Rebel »

yes, I already had it, the useable nebelwerfer is Targetname/exploder
and the destroyed model is targetname/explodersmashed
It's not whether you win or lose... It is how many enemies you take down with you that counts.
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

ok then... so you have the explosive...the nebellers....the script... is it dm or sp?
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Lone_Rebel
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Post by Lone_Rebel »

Its not nebelwerfers to blow up, its ones you use that i dont want to just disappear when they die.... the map is an obj but the nebels have nothing to do with the obj
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tltrude
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hide

Post by tltrude »

You don't have to use the exploder script to do it. If the trigger has a setthread, you can use hide and show for the models. You would hide the smashed model in prespawn.

$mything hide

And then show it when the the time is right.

$mything show.

That is the same thing the exploder script does.
Tom Trude,

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