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strafer
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Posts: 237 Joined: Sat Jan 31, 2004 11:29 pm
Location: The Motherland..
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by strafer » Sun Aug 29, 2004 7:11 pm
I am creating random explosions in Snowy Park and I am having a small problem. I got the explosions animations to work, but it doesn't do any damage. Here is my script:
Code: Select all
// SNOWY PARK
// ARCHITECTURE: NED
// SCRIPTING: NED
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Snowy Park"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm5"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waitTill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/mohdm5.scr
exec global/ambient.scr mohdm5
level waittill spawn
thread re1
snow:
wait 1
level.rain_speed = "32"
level.rain_speed_vary = "16"
level.rain_length = "2"
level.rain_width = "1"
level.rain_density = ".2"
level.rain_slant = "250"
level.rain_min_dist = "1800"
//level.rain_min_dist = "512"
level.rain_numshaders = 12
level.rain_shader = "textures/snow0"
end
re1:
local.exp1wait = randomint (45) + 15
println local.exp1wait
println local.exp1wait
wait local.exp1wait
local.rexp1 = spawn "fx/scriptbazookaexplosion.tik"
local.rexp2 = spawn "animate/fx_mortar_dirt.tik"
local.rexp3 = spawn "animate/fx_mortar_higgins.tik"
exec global/earthquake.scr .30 6 0 0
local.rexp1.origin = ( 4692 -4015 157 )
local.rexp1 anim start
local.rexp2.origin = ( 4692 -4015 157 )
local.rexp2 anim start
local.rexp3.origin = ( 4692 -4015 157 )
local.rexp3 anim start
wait 1
local.rexp1 remove
local.rexp2 remove
local.rexp3 remove
goto re1
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
I also have tried this:
Code: Select all
re1:
local.exp1wait = randomint (45) + 15
println local.exp1wait
println local.exp1wait
wait local.exp1wait
local.rexp1 = spawn "fx/scriptbazookaexplosion.tik"
local.rexp2 = spawn "animate/fx_mortar_dirt.tik"
local.rexp3 = spawn "animate/fx_mortar_higgins.tik"
exec global/earthquake.scr .30 6 0 0
local.rexp1.origin = ( 4692 -4015 157 )
local.rexp1 anim start
local.rexp2.origin = ( 4692 -4015 157 )
local.rexp2 anim start
local.rexp3.origin = ( 4692 -4015 157 )
local.rexp3 anim start
radiusdamage local.rexp1.origin 500 500
wait 1
local.rexp1 remove
local.rexp2 remove
local.rexp3 remove
goto re1
end
Thanks in advance.
Bjarne BZR
Site Admin
Posts: 3298 Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:
Post
by Bjarne BZR » Sun Aug 29, 2004 7:37 pm
I did this:
Code: Select all
explode_target local.a_script_origin:
println "[threadStart] explode_target"
local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
local.Exp3 = spawn "animate/fx_mortar_higgins.tik"
wait 1
exec global/earthquake.scr .3 2 0 0
local.Exp1.origin = local.a_script_origin.origin
local.Exp1 anim start
local.Exp2.origin = local.a_script_origin.origin
local.Exp2 anim start
local.Exp3.origin = local.a_script_origin.origin
local.Exp3 anim start
wait 1
local.Exp1 remove
local.Exp2 remove
local.Exp3 remove
end
...with good results.
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Head above heels.
strafer
Captain
Posts: 237 Joined: Sat Jan 31, 2004 11:29 pm
Location: The Motherland..
Contact:
Post
by strafer » Sun Aug 29, 2004 7:48 pm
Thanks for your response, but I figured out what I did wrong...I guess they were spawning a little under the map so the damage didn't go through the ground. I just raised the origin.
I just love it when I make stupid mistakes like this.
strafer
Captain
Posts: 237 Joined: Sat Jan 31, 2004 11:29 pm
Location: The Motherland..
Contact:
Post
by strafer » Sun Aug 29, 2004 9:06 pm
I am creating an artillery barrage for snowy park and I, of course, am running into a problem that is giving me a headache. If I could send someone the script and they could look at it, it would be greatly appreciated. If someone were to look at it, I want it to be someone I know will not take this for his own or anything like that (Like Bjarne BZR, bdbodger or any other site admin that is good at scripting. If any of you are willing to look at this please tell me where to send it to you. From there I will tell you how I set it up and I will send you the .scr file.
Just to tell you, there are 692 lines of code in it so it may be a while.
If no one wants to I understand why. If so then thank you for taking the time to help me.
Bjarne BZR
Site Admin
Posts: 3298 Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:
Post
by Bjarne BZR » Sun Aug 29, 2004 10:02 pm
692 lines? Whats wrong with you?
Send it to me, but I cant guatantee I'll read it all
See the little "email" button below?
Admin .MAP Forums
Head above heels.