Exploding walls with detonator !?!
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Exploding walls with detonator !?!
Hi,
I read and create a test of tutorial created by Nemesis about Destroy Walls using a trigger multiple and script object encapsuled with calls in exploder.scr
Really work, in my test i put a BENZINE BARREL with Function barrel to gas, and when i explode the barrel, it explode the wall together.
My question ( a better version of this concept ) is how i put for example a static detonator and using a trigger i activate the trigger multiple exploding a wall for example ?
I read and create a test of tutorial created by Nemesis about Destroy Walls using a trigger multiple and script object encapsuled with calls in exploder.scr
Really work, in my test i put a BENZINE BARREL with Function barrel to gas, and when i explode the barrel, it explode the wall together.
My question ( a better version of this concept ) is how i put for example a static detonator and using a trigger i activate the trigger multiple exploding a wall for example ?
explodingdoor
There are things like that in my explodingdoor tutorial map--down stairs. Click on my signature logo to find it.


Re: explodingdoor
Hi TlTrude,
Thanks for your indication, i will see with more time.
But, in tutorial of Nemesis, i find a bug (or another "thing" not explained), about 3 questions:
1) If i give a simple shot into a houve, it is destroyed !
How i change this "interaction", explosing this house only a barrel or a detonator ?
2) The "FX" effect dont work using the "explodefire" targetname !
3) This tutorial dont explain how i make the "illusion" of explosion using pieces (parts) of cracked/damaged solids, example, if i explode a wall, how a make a piece of wall "flying" to create the illusion ?
I know, many peoples will tell to view a compiled map or another thing, but i cant understand the teory of process (objects into a trigger multiple).
Thanks for your indication, i will see with more time.
But, in tutorial of Nemesis, i find a bug (or another "thing" not explained), about 3 questions:
1) If i give a simple shot into a houve, it is destroyed !
How i change this "interaction", explosing this house only a barrel or a detonator ?
2) The "FX" effect dont work using the "explodefire" targetname !
3) This tutorial dont explain how i make the "illusion" of explosion using pieces (parts) of cracked/damaged solids, example, if i explode a wall, how a make a piece of wall "flying" to create the illusion ?
I know, many peoples will tell to view a compiled map or another thing, but i cant understand the teory of process (objects into a trigger multiple).
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Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
Well, i get the map of TlTrude.
Really its a very cool reference of many techniques and complex operations about triggers and anothers objects/scripts.
But the map have operations, i dont understand some process...
1) The door its a function crate with barrel exploding:


2) The rocks have correct explosion effect to destroy, but have a detonator.

How i group the barrel to explode a door but without use the crate function like tutorial ????????????/
Really its a very cool reference of many techniques and complex operations about triggers and anothers objects/scripts.
But the map have operations, i dont understand some process...
1) The door its a function crate with barrel exploding:


2) The rocks have correct explosion effect to destroy, but have a detonator.

How i group the barrel to explode a door but without use the crate function like tutorial ????????????/
exploder
Have you read the global/exploder.scr script? It has a small tutorial at the top. In it it tells about "exploderchunk". They are the things that fly out when the exploder is set off. Exploderchunks are script_objects that target script_origins--just like the rocks that fly out in my map.
The water mine has a shootable trigger.
The water mine has a shootable trigger.
Re: exploder
tltrude wrote:Have you read the global/exploder.scr script? It has a small tutorial at the top. In it it tells about "exploderchunk". They are the things that fly out when the exploder is set off. Exploderchunks are script_objects that target script_origins--just like the rocks that fly out in my map.
The water mine has a shootable trigger.
OK OK OK....
The exploderchunk process i understand.
Only i do not understand how i tell for engine, when the BARREL explode, execute the TRIGGER MULTIPLE action (exploding a wall for example - without using crate function).
I need a "target" or "targetname" to link the barrel (or a script object in format of barrel) with the trigger multiple ???
trigger
Check the trigger_multiple on the exploding water mine. Notice how the "Damage" flag is set. That makes it fire when the "health" drops to 0.
You can set off your exploder like this in the script.
$barrel_trigger waittill trigger
thread global/exploder.scr::explode 3 // activates all #set 3 parts
And add earthquakes like this.
waitexec global/earthquake.scr .3 1.5 0 0
waitexec global/earthquake.scr .35 .75 0 0

You can set off your exploder like this in the script.
$barrel_trigger waittill trigger
thread global/exploder.scr::explode 3 // activates all #set 3 parts
And add earthquakes like this.
waitexec global/earthquake.scr .3 1.5 0 0
waitexec global/earthquake.scr .35 .75 0 0

Re: trigger
Ahhhhhhhhhhhhhhhhhhhhhhhhh !!!tltrude wrote: You can set off your exploder like this in the script.
$barrel_trigger waittill trigger
thread global/exploder.scr::explode 3 // activates all #set 3 parts
Like i suspect, exist a group of "objects" working with "script" to make the final result. Ok, i will see the water mine to understand the process.
Thanks !
barrel
It is probably best to use an exploder for the barrel. A func_barrel will work, with a trigger inside, but I have found that it is hard to adjust the health of the barrel and the trigger to explode at the same time.
So, making the barrel part of the door exploder will make sure they both go off. You can also set a #pause value, so the door goes slightly after the barrel.
So, making the barrel part of the door exploder will make sure they both go off. You can also set a #pause value, so the door goes slightly after the barrel.
Re: barrel
Only to i understand, when you tell "use an exploder for the barrel", you tell to i select in drop down menu a exploder function and not the function -> barrel, is this ?tltrude wrote:It is probably best to use an exploder for the barrel.
No
No, I mean to make the barrel explode as part of the door exploder. Add explodersmashed, exploderfire, and exploderchunk for the barrel too.
In other words, the parts of the barrel should have the same targetnames and #set number as the door exploder parts.
Your door is an exploder, right?
In other words, the parts of the barrel should have the same targetnames and #set number as the door exploder parts.
Your door is an exploder, right?
Re: friend
No is this the problem.tltrude wrote:You need a friend that reads english better.
I understand your explain


