mortar-water explosion not working

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merlin
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mortar-water explosion not working

Post by merlin »

Ok i have put down a mortar water explosion in my map so it will explode after my exploder is triiggered,but it will not work i get the explosion sound effect(a tank one)and the exploder dissapears but the mortar water effect does'nt work,can someone help me please!?
heres what i have got-

(in the map)i have right clicked on the 2d grid and selected animate,fx,mortar-water and then i have named it $targetname/exploderfire
#set/2
(in the script)is this-

main:

exec global/ai.scr
exec global/loadout.scr maps/test_neil.scr
exec global/ambient.scr test_neil
exec global/exploder.scr

local.master = spawn ScriptMaster

local.master aliascache snd_waterfall sound/amb/waterfall.mp3 soundparms 1.0 0.2 1.0 0.2 200 2000 auto loaded maps "obj dm"

level waittill prespawn

thread tanktop

$world farplane 2000
$world farplane_color (0.675 0.663 0.6)

level waittill spawn

fadein 2 0 0 0 1
wait 2

$player item weapons/thompsonsmg.tik
$player ammo smg 1000

level.script = "maps/test_neil.scr"

waitthread global/objectives.scr::add_objectives 1 2 "use plunger to blow up wall." $obj2.origin
thread obj2
end

obj2:
$plunger_trigger waittill trigger
$plunger2 movedown 20
$plunger2 move
wait .25
$exploder playsound explosive
$exploder playsound explode_tank
$exploder remove
thread global/exploder.scr::explode 2 // activates all #set 2 parts
waitexec global/earthquake.scr .3 1.5 0 0
waitexec global/earthquake.scr .35 .75 0 0
radiusdamage $hurtobject1 256 384
waitthread global/objectives.scr::add_objectives 1 3 "use plunger to blow up wall." $obj2.origin
wait 2
end

tanktop:
$tanktop rotatey 45

so to re-cap everything in the script works except the animated mortar-water explosion,what am i doing wrong???
My candle burns at both ends it will not last the night,but oh my foes and oh my friends it gives a lovely light!
Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

did you forget to give the explosion the targetname of exploderfire or #set 2?
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merlin
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Post by merlin »

no the exploder and other bits are all #set 2,if thats what you mean
and the exploderfire is ok too!
My candle burns at both ends it will not last the night,but oh my foes and oh my friends it gives a lovely light!
Master-Of-Fungus-Foo-D
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Posts: 1544
Joined: Tue Jan 27, 2004 12:33 am
Location: cali, United States

Post by Master-Of-Fungus-Foo-D »

:-/ hmm the extent of my knowledge end there lol!

wait! i just got an idea. Turn the exploderfire on manually. i think that would work...
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merlin
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Location: essex (uk)
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Post by merlin »

how fo i turn it on manually?and thanks for the super quick reply!
My candle burns at both ends it will not last the night,but oh my foes and oh my friends it gives a lovely light!
Master-Of-Fungus-Foo-D
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Posts: 1544
Joined: Tue Jan 27, 2004 12:33 am
Location: cali, United States

Post by Master-Of-Fungus-Foo-D »

I know! what fast responses lol.

oh wait! the exploderfire targetname doesnt need a $ sign.
lol that most likely the problem. Take off the $ from the targetname and everything should work fine.it should be (key/value) targetname/exploderfire
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merlin
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Post by merlin »

WOOHOO! it works thank you oh young one may your hair never thin out and your gut never expand beyond control!
My candle burns at both ends it will not last the night,but oh my foes and oh my friends it gives a lovely light!
Master-Of-Fungus-Foo-D
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Posts: 1544
Joined: Tue Jan 27, 2004 12:33 am
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Post by Master-Of-Fungus-Foo-D »

no problem.... Always here to help. Plus u r right. I am younger than u...
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lizardkid
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Post by lizardkid »

er, this is weird. ALL my exploders have the entity operator. everytime i make a key of targetname i always do it exactly liek this

$targetname - whatever

i've never had a problem with it :?

maybe i have a freak MOHAA and it accepts stuff liek this but i've never heard of having an un-interchangeable $targetname and targetname keys.
Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

hmm....
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